Professional Documents
Culture Documents
http://www.peachpit.com/ebookfiles/0321694864
Real World
GOOGLE
SKETCHUP 7
Mike Tadros
Peachpit Press
berkeley, california
Peachpit Press
1249 Eighth Street
Berkeley, CA 94710
510/524-2178
510/524-2221 (fax)
Notice of Rights
All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic,
mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher.
For information on getting permission for reprints and excerpts, contact permissions@peachpit.com.
Notice of Liability
The information in this book is distributed on an “As Is” basis without warranty. While every precaution
has been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any
person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by
the instructions contained in this book or by the computer software and hardware products described in it.
Trademarks
Google, Google Earth, Google SketchUp, and Google LayOut are trademarks of Google. Many of the
designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where
those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear
as requested by the owner of the trademark. All other product names and services identified throughout this
book are used in editorial fashion only and for the benefit of such companies with no intention of infringement
of the trademark. No such use, or the use of any trade name, is intended to convey endorsement or other
affiliation with this book.
ISBN-13 978-0-321-66031-2
ISBN-10 0-321-66031-5
987654321
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Default Field of View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
More Template Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
In Model Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Shadow Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
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ix
Introduction
I started using SketchUp about six years ago after a friend convinced me to
give it a shot for some of the architectural design work I was doing while
working for a firm in Los Angeles. At the time, I was spending about half of
my time on the verge of falling asleep drafting in AutoCAD or stressed out
about how much time I would have to spend in 3DS Max, Photoshop, and
Illustrator to put together my next presentation. By all comparisons,
SketchUp was simply fun! And that was the initial reason why I was com-
pelled to figure out a way to use it to do just about everything.
Soon after plowing through my first few SketchUp projects, I was presented
with an opportunity to join the SketchUp team as a software trainer. Over the
past six years I’ve spent countless hours traveling the world, teaching people
to use SketchUp, and I have continued to use SketchUp for the design and 3D
modeling projects that we work on at my company, Igloo Studios.
I wish I could take full credit for having conceived of everything you’ll read
in this book, but, in fact, the following pages are an amalgamation of having
met and shared ideas with thousands of professionals across all sorts of profes-
sions, from elementary school teachers who work with kids on the autism
spectrum, to CAD managers at Skidmore Owings and Merrill—as well as
landscape, graphic, interior, and kitchen & bath designers, contractors and
construction managers, building product manufacturers, city and regional
planners, packaging designers, and tech savvy do-it-yourselfers.
Having reached the point some years ago when SketchUp became not only
fully integrated into our professional workflow but the central tenet around
which all other software and processes revolved, a paradigm shift occurred in
x INTRODUCTION
the efficiency and ease with which we were able to communicate with our clients and
deliver solutions that exceeded expectations.
What follows is a summary of some of the workflow methods and practices that have
proven successful for the work that my colleagues and I have done, as well as methods
that have proven successful for others whom I’ve taught and who have reported their
success stories back to me.
This isn’t a basic intro to SketchUp that talks about how to use the Pencil tool or the
Push/Pull tool; there are already a few other books out there that you can buy for that
stuff. This is a book that covers the issues you probably don’t even know you have,
especially with regard to all the time you’re probably wasting by not having had a
chance to fully think through the workflow and interoperability of using SketchUp in
conjunction with other design practices and software programs.
This book is broken up into four main sections that are intended to focus on the issues
most relevant to taking it up a big notch when it comes to spending less time banging
your head against the wall and spending more time wowing the pants off our clients:
1) Setting up your SketchUp preferences; 2) Importing stuff into SketchUp; 3) Working
on and managing your SketchUp models efficiently and; 4) Exporting stuff from your
SketchUp models.
If you’re new to SketchUp, you’ll probably be able to get through the next couple hun-
dred pages without too much trouble, but you’ll certainly have a much easier go of it if
you’ve already got a basic understanding of how SketchUp works. That is why this
book comes with a DVD loaded with supplemental video tutorials intended to help
ensure a successful journey through the examples contained herein. I’ve also included
URLs throughout the book that link to online resources that will help you build up
solid fundamental SketchUp skills while chugging through the more advanced stuff
outlined in this book.
Some of the videos you’ll find on the DVD are episodes of The SketchUp Show
video tutorial series (which is also available on YouTube, iTunes, and our Web site,
www.go-2-school.com). The DVD also includes snippets from other SketchUp
Training DVDs that we’ve produced at School.
On our School Web site, you’ll find dozens more episodes of The SketchUp Show as well
as a variety of other training products and services for Google SketchUp, Google
Layout, and Google Earth, such as Training DVDs, Webinars, and options for live,
in-person SketchUp training.
INTRODUCTION xi
I tried hard over the past six months of writing this book to ensure that it included
information that even a seasoned SketchUp veteran could benefit from. This is my
first time writing a book and I’m more than happy to receive your feedback about it.
If you buy this thing and think there’s room for improvement, I’d like to know.
(Seriously, please email me at mike@go-2-school.com if you think this book sucks
and tell me how I could have made it better. If this thing sells enough copies, there’s
a chance I might get to do this again someday.)
I’ve long subscribed to the notion that for any of us to stand a chance of evolving
personally or professionally, we have to try to fulfill our responsibility to help each other
get better at what we do. This book, as well as the rest of the work that my colleagues
and I do at School, is focused on trying to catalog as much information as possible for
helping people integrate SketchUp into their own professional workflows—with the
hope that ultimately we may all benefit from any further evolution that’s inspired by
the work we’ve done, the discoveries we’ve made, and the things we’ve learned.
I accepted the offer to write this book because I knew there were things in my head
that weren’t in any other SketchUp books out there and I thought I stood a good
chance of putting something together that could benefit the folks who got their hands
on this book you’re holding right now.
My sincere hope is that you find the information contained herein to be helpful,
inspirational, and fun! I also hope that you’ll be able to use this book to guide further
discovery and that you’ll perhaps then have an opportunity to experience the thrill of
sharing those discoveries with others.
Happy Sketching!
xii
ACKNOWLEDGMENTS
I would like to extend a special thanks to the following people who have all in some
way or another contributed to my opportunity to write this book:
Thanks to my family for their encouragement—especially my parents, Elaine and Tad,
who have always been there to support me in anything and everything I’ve ever set
out to do.
To my wife Suzanne for all of her love and support. I truly would not be where I am
today without her.
To all of my colleagues at Igloo Studios (past and present) for helping to create a com-
pany that has afforded me the opportunity to help others.
To all of the great teachers in my life who have instilled in me a desire to teach others.
To all of my employers and co-workers throughout the years who so willingly shared
their knowledge with me.
To the entire Google SketchUp team (past and present) for their support—especially
Mark Carvalho for seeing in me what I may never have seen in myself, and to Brad
Schell and Joe Esch for creating the kick-ass program that has inspired us all.
To Peachpit for giving me the opportunity to write this book—especially Becca, Dan,
Nancy, Pat, and Bil for helping turn my ideas into something legible.
1
chapter
one
Setting Your SketchUp 7
Preferences
Setting up preferences is one of the first things that anyone who uses
SketchUp at a high level should get squared away. The Preferences dialog
is filled with options that can save bits of time here and there, increase the
functionality of SketchUp, allow you to work more intuitively, protect your
work and your files, and optimize the performance of your hardware.
Almost all the preferences discussed in this chapter are modified in the
Preferences window. On a PC, choose Window > Preferences (Figure 1.1);
on a Mac, choose SketchUp > Preferences (Figure 1.2). In this chapter we’ll
go through all the panes in the Preferences window and pick the best options
in each.
Figure 1.1 On a PC, the Figure 1.2 On a Mac, the Preferences window
Preferences window is opened is opened from the SketchUp menu.
from the Window menu.
2 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
A PPLICATIONS
If you’ve applied image-based texture maps (such as JPEG or TIFF files) to your mod-
els (a process that will be explored in detail in Chapter 6), you may find you need to
edit those images in their native form. The Applications preference is a new feature in
SketchUp 7 that makes it easy to jump out to your favorite image editing application
for this purpose (Figure 1.3).
Click Choose and navigate to the image editing application you want to use. For exam-
ple, you might navigate to C:\Program Files\Adobe Photoshop CS4\Photoshop CS4 on
a PC, or Main HD/Applications/Adobe Photoshop CS4/Photoshop CS4 on a Mac.
DR AWING
The Drawing preferences (Figure 1.4) are a straightforward set of options that allow
you to customize the way you work in SketchUp. Tinkering with these settings can
help make your work in SketchUp more intuitive, depending on whether you’ve got
some kind of latent muscle memory built up from using your mouse or trackpad in a
particular way in other design, illustration, modeling, or rendering programs. The
preferences in Figure 1.4 are what work for me: Enable “Auto detect” and “Continue
line drawing” under Click Style, and select “Auto-activate paint tool” under
Miscellaneous.
Figure 1.3
The Applications
preferences
dialog.
Figure 1.4
Suggested
settings for
the Drawing
preferences.
EXTENSIONS 3
EXTENSIONS
This part is easy—just check all the boxes in the Extensions preferences dialog
(Figure 1.5)! In SketchUp, extensions include both Ruby scripts and plug-ins, and
we’ll install and explore various ones throughout the book. When an extension is
enabled, any toolbars associated with it will be accessible under the View > Toolbars
menu. To disable an extension, first uncheck the extension in this pane, and then
restart SketchUp.
Figure 1.5
The Extensions
preferences
dialog.
FILES
The Files pane (Figure 1.6 on the next page), which lets you specify where you
want various files to be saved, and where your various libraries will be organized,
is available only on the Windows version of SketchUp. This is one of the most impor-
tant preferences to customize if you are sharing SketchUp files with colleagues via a
file server.
• Models This field is where you tell SketchUp where to autosave your files. I have
this set to save files to the desktop. Most IT guys would shudder at the thought,
but I keep a tidy desktop, so when SketchUp crashes, the autosaved file is one of
the only things there, and I can find it quickly and get back to work.
By default, the Files preferences will point to your My Documents folder.
4 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
NOTE If the computer you’re setting up is a laptop that is sometimes plugged into a file server
but is also used in the field or offline, be sure to have the files you need available on the local
hard drive so that you can direct SketchUp to the local folders when needed.
GENERAL PREFERENCES 5
GENER AL PREFERENCES
There are lots of options to modify in the General pane of the Preferences dialog—
some more helpful than others (Figure 1.7). We’ll touch on each
of them in this section.
Figure 1.7
Suggested
settings for
the General
preferences.
Saving
Create backup Those of you who work on a PC may have wondered about the dif-
ference between the .skp and .skb file extensions. And those of you who work on
Macs may have noticed that some of your SketchUp files include a tilde symbol (~) at
the end of the filename. Both the .skb files on the PC and the tilde (~) files on the
Mac are backups.
The Backup function in SketchUp is just an insurance policy. If something ever goes
sideways with your SketchUp model, you’re all set with a shiny new backup file. In
over six years of using SketchUp, I’ve been fortunate to have only ever needed to use
my backup file twice, but, man, was I psyched each time when that backup file
opened. In both instances, something had gone awry while SketchUp was trying to
save a rather large file, and the saved file became corrupted. After being corrupted, the
SketchUp model appeared to save and close like normal, but then the model wouldn’t
open back up. Despite the issues with the original model, the most current backup file
opened just fine. I would have lost about 10 hours of work in both cases.
A backup is created as soon as you save a file for the first time. Every subsequent save
automatically updates the backup file. If you delete the backup, a new one will be cre-
ated the next time you save. You’ll probably trash about 99.9 percent of your ~.skp/.skb
6 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
NOTE If files, but that 0.1 percent of the time you end up using a backup file makes it totally
SketchUp worth it.
crashes while you’re
working on a new, Auto-save Another little good-luck charm you can have in your back pocket is the
untitled file that has Auto-save feature, which kicks in when SketchUp crashes. By default, the Auto-save
yet to be officially feature is set to automatically save your model every 5 minutes. SketchUp keeps
saved, the autosave file a little timer running, and if you’ve neglected to save after working for 5 minutes,
will be saved to the
Auto-save will record the current state of the model, just in case. If SketchUp
default Files directory.
actually crashes, it will create a new file, which will be located in the same folder or
On a PC that directory
is My Documents directory as the original .skp file. The Auto-save filename will have the syntax
(unless you changed it Autosave_OriginalFilename.skp.
per the Files prefer-
If or when this scenario occurs, you’ll find that the autosaved file is typically the most
ences discussed earlier
in this chapter). On the current version of your SketchUp project. When you open the autosaved file, you
Mac the folder is User/ should do a Save As and rename the file without the Autosave prefi x.
Library/Application
As for setting the Auto-save frequency, I have my Auto-save preferences set to 2 min-
Support/Google
SketchUp 7/SketchUp/
utes (instead of 5). Why? I’m not a huge fan of having to doing stuff twice.
Autosave.
NOTE Mac users: When you save a model in SketchUp, make sure you check the Custom Icon
check box (Figure 1.8). A custom icon can save you the trouble of having to open and close
files to figure out what’s in each model.
GENERAL PREFERENCES 7
Figure 1.8
Make sure to
check the Custom
Icon box in the
Save dialog.
TIP In some cases, you may even want to open old files and save and close them just so you
can create custom icons for them (Figure 1.9).
OPENGL
When it comes to SketchUp, it’s possible that OpenGL settings have been the source
of more performance questions about hardware specs than any other preference.
What Is OpenGL?
The term OpenGL stands for Open Graphics Library.
OpenGL plays a critical role in deciphering and displaying the graphical information
required for you to see a 3D computer model on your screen (instead of just a bunch
of illegible code). Wanna see your 3D model in perspective? Use Orbit, Pan, and
Zoom? Turn on the shadows? Toggle into and out of X-Ray mode? Apply sketchy
edge styles? Or apply an image texture to a surface? Well, you’re gonna need OpenGL
for all of that, as well as for anything else you do in SketchUp that you would expect to
be able to see on your screen.
for your graphics processor. Second, you’ll want to make sure you’ve got the most
up-to-date OpenGL graphics card drivers installed. (As of this book’s publication date,
OpenGL is in version 3.1.)
Hardware Requirements
Check out this page on the SketchUp Web site for the minimum hardware requirements
for SketchUp and a list of recommended hardware upgrades:
http://sketchup.google.com/support/bin/answer.py?answer=36208&cbid=
1rzs4r4c9csiw&src=cb&lev=answer.
On Mac systems, the OpenGL updates are typically included with operating system
updates.
PC users should check their system profiles to get the make and model info about their
graphics card (Figure 1.10). Equipped with that info, it’s possible to download and
install the latest OpenGL drivers from your graphics card manufacturer’s Web site.
Figure 1.10 PC users can find information about their graphics card
and graphics drivers by going to System Properties > Hardware >
Device Manager > Display adapters.
10 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
If for some reason your computer has a graphics card or graphics chip set that cannot
support OpenGL, you have a few options:
• Use it as an excuse to get a new computer.
• Get a new graphics card (typically not an option for Macs).
• Uncheck these options in the OpenGL preferences pane (Figure 1.11 on the next
page): “Use Hardware acceleration,” “Use maximum texture size,” and “Use fast
feedback.”
Figure 1.11
Suggested
settings for
default OpenGL
preferences.
Use Hardware acceleration This option is useful for speeding things up only if
your computer’s graphics card or chip set is OpenGL compliant.
Use maximum texture size This option directs SketchUp to display the maximum
allowable image resolution for the image-based textures that have been imported into
the model, which may cause SketchUp to run a bit slower than it would otherwise.
You’ll probably have this turned off most of the time when you’re working, but you
might turn this option on for presentations and renderings.
Use fast feedback This option is also useful for speeding things up if your comput-
er’s graphics card or chip set is OpenGL compliant.
Reverse Driver Picking Bug (PC only) The driver-picking bug presents itself
when the computer’s graphics card is not OpenGL compliant. The most common
symptom of the bug is when the Select tool picks an object behind one that you click
rather than selecting what you clicked. In most cases, turning this option on will help
fi x that bug.
Taking the preceding into account, even the best graphics cards—with totally up-to-
date drivers—have their limitations. Because SketchUp requires OpenGL to translate
information, and since your computer’s graphics card is often the hardware that
SketchUp uses to facilitate that process, it’s not very hard to reach the threshold at
which your graphics card’s little brain starts freaking out. The following graphics dis-
play factors contribute to the speed with which OpenGL can keep up with you as
you’re working in SketchUp:
SHORTCUTS 11
SHORTCUTS
Setting, learning, and using keyboard shortcuts can greatly increase the speed with
which you’re able to work in any program, including SketchUp.
To find the default keyboard shortcut for a tool, just hover your cursor over the icon in
the toolbar, and if the tool has a shortcut assigned to it, the shortcut will appear in
brackets next to the tool name when the tool name pops up.
The default shortcuts are also listed on the SketchUp Quick Reference Card. You can
view or download the quick-reference cards for both the PC and Mac versions of
SketchUp here:
http://sketchup.google.com/support/bin/answer.py?hl=en&answer=116693
3. Type the keyboard letter you would like to use into the Shortcut field (the letter V,
for example).
4. (PC only) Make sure that you click the + button to assign the keyboard shortcut
(Figure 1.13).
* Opt (Option) and Cmd (Command) are Mac keys. The Windows equivalents are Alt and Ctrl.
14 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
that are more conveniently located on the keyboard (such as Q for Push/Pull). Note
that my list is ordered to follow the arrangement of keys on a QWERTY keyboard.
Review the list to find the tools you use most often, and set keyboard shortcuts for
them. A great way to learn the shortcuts is to pick one or two tools per day and chal-
lenge yourself to use only the keyboard shortcut to invoke that tool.
Figure 1.14
Exporting short-
cuts is a two-step
process in the
Windows version
of SketchUp.
3 1 4
2. Transfer the .dat file to any other PC (copy it over a network or via a flash drive,
or e-mail it—it doesn’t matter).
TEMPLATE 15
3. On the other PC, click the Import button in the Preferences > Shortcuts window
to import the YourOfficeName.dat file.
4. Click OK to close the Preferences > Shortcuts window. The new shortcuts
should be ready to go.
To copy shortcuts from one Mac to another:
1. Locate the Shortcuts.plist file on the Mac you’ve set up with custom shortcuts.
The file is located in Users/User/Library/Application Support/Google SketchUp 7/
SketchUp/Shortcuts.plist.
2. Copy the .plist file to the same location on any other Mac.
3. Restart SketchUp on the Mac to which you copied the .plist file, and then
SketchUp will load the new shortcuts.
For more information about setting up keyboard shortcuts, check out Episode 10 of
The SketchUp Show: “Setting Keyboard Shortcuts and Working with Large Files”
online at www.go-2-school.com/Real-World-Google-SketchUp-7.
TEMPLATE
The template is the file that opens up each time you start a SketchUp project. A num-
ber of preconfigured templates are included, and you can choose the one that best fits
the types of projects you typically work on (Figure 1.15). To change your template,
simply click the one you’d like to work with, close the Preferences window, and then
open a new SketchUp file.
Figure 1.15
The Template
preferences pane.
16 CHAPTER 1: SET TING YOUR SKETCHUP 7 PREFERENCES
In addition to the default template library, you can save any SketchUp file as a custom
template.
There are so many things you can customize for each template that the topic deserves
its own chapter—so we gave it one, and it’s coming up next.
WORKSPACE
SketchUp v7.1 has a new pane in the Preferences window, the Workspace pane
(Figure 1.16). This pane has most of the settings that let you manage your work-
spaces efficiently. But before we review the options available in the Workspace pane,
I’ll show you my preferred screen arrangement and give Mac users a tip on saving
custom workspaces.
Figure 1.16
The Workspace
preferences pane.
Tool Palette
The “Use large tool buttons” option is useful if you actually use the Tool palette. If
you’ve got a small screen, typically use keyboard shortcuts, or have eyes like a hawk,
then you may prefer to uncheck this setting.
Main Window
This option applies only to Mac users. But it’s a good one, so hopefully you Mac folks
are paying attention. By default, the Mac version of SketchUp is set up so that when
you open a new SketchUp file, the default size of the Drawing window is 800 pixels
by 600 pixels. The bigger your drawing window, the better. To set SketchUp so that
each drawing window will open full screen, follow these steps (Figure 1.16 and 1.17):
WORKSPACE 17
Workspace
It’s commonplace nowadays to find yourself in a situation where you need to switch
up your workspace and/or display settings on the fly. It’s possible, when modifying
your display settings, that some of your windows and/or toolbars may disappear dur-
ing the switch, such as in the following two situations:
• If you’re working on a high-resolution display with windows and/or toolbars out
at the far edge of the screen and you switch to a lower-resolution setting
• If you switch from a dual-monitor setup—with windows and/or toolbars located
on the secondary display—to a single display setup
• If, for whatever reason, you think you have have lost one or more of your win-
dows, you can use the Reset Workspace button to bring everything back into view.
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19
chapter
two
Creating Custom Templates
Whenever you start a new project, SketchUp creates a new, untitled file by
creating a duplicate of whichever template you’ve selected as the default.
As mentioned at the end of the previous chapter, you can set or change the
default template by selecting from the list located in SketchUp Preferences >
Templates. (In case you're wondering, the examples in this book were created
using the “Beginning Training Template - Inches” template.)
You’ll probably find that a number of templates seem to work pretty well for
the kind of work you do, or plan to do, in SketchUp. Over time, however, it is
likely that you will refine the types of projects that you work on, and the ways
in which you work on them.
If you’ve ever been working on a project and thought to yourself, “What were
the animation settings I used on that project a couple weeks back?” or “What
were those dimension settings I had figured out for that last project?” you’ll
be happy to know that you can largely avoid those types of investigations. You
just have to take the time to set up your own custom template.
Creating a custom template doesn’t have to be a lengthy process. In fact, if
you currently use either of the Architectural Design templates and you’re tired
of seeing Sang standing in the middle of the screen every time you open a
new model, grab the Eraser tool and erase him ( just as usual). Then choose
File > Save as Template. Check the Save as Default Template box to start a
new life sans Sang.
20 CHAPTER 2: CREATING CUSTOM TEMPLATES
Perhaps the most important concept that you should take away from this chapter is
that a template can be anything from a blank screen to an entire scene with buildings
and cars and people. The template files are just like any other SketchUp model; the
only difference is that template files are stored in the Templates folder on your com-
puter’s hard drive. On a Mac, the Templates folder is located at Main HD/Users/User/
Library/Application Support/Google SketchUp 7/SketchUp/Templates. On a PC, the
Templates folder is located at C:\Program Files\Google\Google SketchUp 7\Resources\
en-US\Templates.
While bidding adieu to Sang might have given you a bit of instant gratification, you
should pause to think a bit before you go nuts creating new templates. If you work in a
collaborative professional environment, templates can be a great quality control mea-
sure that you’ll want to employ with forethought and care. The purpose of this chapter
is to help you determine how to use templates intelligently in your own work environ-
ment. You may decide that your workflow could benefit from a handful of custom
templates for different types of projects, or for different departments in your office
that may use SketchUp at different stages of typical projects. We’ll take a tour through
some of the most popular options that you should think about when setting up a tem-
plate for yourself or for your office.
MODEL INFO
The Model Info dialog contains some basic settings that are likely to be common to
many of your models, so it’s a good place to start tweaking your templates. You can
open the Model Info window by choosing the sensibly located menu option
Window > Model Info.
Just about everything you tinker with in the Model Info window can be saved as a
part of your SketchUp template.
Animation
The Animation settings determine the scene transitions and scene delays during an
animated playback of whichever scenes you’ve configured in your SketchUp model.
The default settings are all right, but for most fly-through type animations you may be
more likely to use a scene transition of around 4 seconds and a scene delay of 0 sec-
onds (Figure 2.1).
MODEL INFO 21
Figure 2.1
Animation
settings can
affect the timing
for transitions
and delays
between scenes.
Components
In the previous chapter we explored the setup and use of keyboard shortcuts (see
“Shortcuts” in Chapter 1). One of the recommended shortcuts was for the command
View > Component Edit > Hide Rest of Model. Notice the check box highlighted in
Figure 2.2: That check box controls the same option. When editing a group or compo-
nent instance in the model, you can use the slider to control how faded you want the
rest of the model to look. If you check Hide, everything in the model, aside from the
group or component that you are editing, will disappear. As soon as you close the
component or uncheck the box, the rest of the model will reappear.
Figure 2.2
Component
settings can alter
the way a model
is displayed
while in Edit
Component or
Edit Group mode.
22 CHAPTER 2: CREATING CUSTOM TEMPLATES
Credits
NOTE For quick Disclaimer: Information entered into the Credits pane won’t be saved as part of
access to the your template, but since we’re here, it’s worth a few words.
Credits dialog, there is
a shortcut icon The Credits feature (Figure 2.3) allows you to claim authorship of a SketchUp
located in the bottom- model and also lets you see who else might have contributed to a project. You
left corner of the must be connected to the Internet to utilize this feature. If you’re online, you can
SketchUp window. claim credit for a model by inputting your Google ID (Gmail address and pass-
Clicking this icon gets word). The authorship information will stay with the model as it changes hands
you right back to
throughout a project, and the authorship information is automatically transported
where you can take as
much (or as little) when models are uploaded to and from the Google 3D Warehouse. Any other
credit as you want. modelers who manage to get their grubby little hands on your file will have a
chance to add their names to the author list if they make a revision to the file.
You’ll notice that the author names of SketchUp modelers will appear when you
download components from the Warehouse and add them to your projects. It’s
actually a cool feature for being able to figure out who to call when the model
goes sideways (but it’s also a good thing to keep in mind before telling someone
about your “original” masterpiece).
Figure 2.3
SketchUp 7
allows users to
assign authorship
credits to their
models.
Dimensions
Dimensions settings (Figure 2.4) can be a real pain to switch around halfway
through a project, especially if you’ve already added a bunch of dimension strings
to your project. For example, if you’ve laid out a series of dimensions in such a
way that the spacing between the strings works great with a 12-point font and
MODEL INFO 23
dimensions aligned to the screen, you may have to go back and adjust the position of
all the strings if you later decide to use a 14-point font with dimensions aligned to the
dimension lines. Changing from dots to slashes may cause a ripple effect of having to
change the font size and so on down the line.
Before you set your template preferences, think for a minute about whether you’ll be
more likely to use dimensions in elevation and plan views of your models, or whether
you prefer to add dimensions while in perspective views. These two alternatives are
likely the basis for a few options that you have for customizing your dimensions
settings.
Figure 2.4
The Dimensions
settings pane.
The Expert Dimension Settings tab is great for models with dimension strings that TIP To learn the
have been drawn for multiple views of the model. basics of using
SketchUp’s Dimensions
I suggest enabling both the “Show radius/diam prefi x” and “Hide when foreshortened” feature, watch this
options, as shown in Figure 2.5. online video tutorial:
www.youtube.com/
Figure 2.5 watch?v=xKLc3hb9Crk.
The expert
dimension
settings.
24 CHAPTER 2: CREATING CUSTOM TEMPLATES
File
The information and options in the File pane (Figure 2.6) are a bit more relevant
when you’re working with component files than when setting up templates. For that
reason, we’ll look more closely at these options in Chapter 8, “Mastering
Components.”
Figure 2.6
File settings.
Location
Boulder, Colorado is set as the default location for all the templates that come bundled
with SketchUp. The reason (in case you didn’t already know) is that Boulder is the
gravitational center of the (SketchUp) universe. It’s also the city where a couple of
dudes named Brad Schell and Joe Esch co-founded @Last software, the company that
originally developed SketchUp, prior to Google’s subsequent acquisition. Despite
Google’s acquisition, the SketchUp (and Layout and 3D Warehouse) development teams
have remained in Boulder, as has the default location for SketchUp model templates.
You could leave the default location alone (Figure 2.7), but setting the location of
your SketchUp model influences a number of aspects of your model, including the
path that the sun travels while casting shadows. It also determines where a model
shows up when it’s exported to Google Earth. For those reasons you may be inclined
to set the default location to a city where your projects are likely to be located. For
example, since I live and work in Southern California, I have my default template loca-
tion set to Los Angeles.
MODEL INFO 25
Figure 2.7
You can set a
default location
for your template
by changing the
Location settings.
There are a number of ways to set a new default location for your template.
1. Select the Country and Location (city) from the drop-down menu lists. SketchUp
will determine the Latitude and Longitude coordinates based on the geographical
center of whichever city you pick from the list (Figure 2.8).
Figure 2.8 SketchUp has a fairly comprehensive list of Figure 2.9 You can enter specific site location information
countries and cities to set as your model’s location. for a project.
2. Click the Custom Location button, and enter specific latitude and longitude NOTE For
coordinates for your location (Figure 2.9). quick access to
the location settings,
3. If you have Google Earth open, search for a specific location and then import it click the Georeferenc-
into SketchUp using the Get Current View tool . SketchUp will register the ing icon in the
latitude and longitude coordinates from the center of your view in Google Earth bottom-left corner of
(Figure 2.10 on the next page). your drawing window.
26 CHAPTER 2: CREATING CUSTOM TEMPLATES
Figure 2.10
When you geo-
reference your
model to a spe-
cific location in
Google Earth,
the location fields
will read “N/A,”
but the Latitude
and Longitude
coordinates will
be on point.
Rendering
SketchUp 7 introduced a new rendering option (Figure 2.11) for displaying anti-
aliased textures that, depending on your graphics card, may not only improve the way
textures look, but might also improve performance. Unless you notice a significant
degradation in performance, I’d recommend leaving this option turned on.
Figure 2.11
Rendering
settings.
Statistics
As its name suggests, the Statistics pane (Figure 2.12) displays a list of stats about your
model. One of the most common stats you’ll hear people refer to is the polygon (face)
count of a model. The “Purge unused” button in the Statistics pane will purge the
entire model of any unused components, materials, styles, and layers. It’s a great option
for reducing the file size of a model before sharing it, but you may find that any
unused components, materials, or styles (as well as any unused layers) in your In
Model Components library might also end up being purged—so make sure you’re not
throwing away things you or your colleagues will need later.
MODEL INFO 27
Figure 2.12
Here are the stats
for one of the
larger projects
I’ve worked on.
Text
The Text pane (Figure 2.13) lets you control the default appearance of floating text,
leader text, and leader lines by establishing preferences for the font, size, and color of
your text objects. Click the Fonts button to choose a default font and size, and click
the color box to select a font color.
Once you’ve added text objects to your model, you can then use the Text preferences
pane to globally select and modify your text display preferences. To alter the appear-
ance of individual text objects, it’s probably more convenient to right-click them and
make changes via the Entity Info window.
Figure 2.13
Text settings.
28 CHAPTER 2: CREATING CUSTOM TEMPLATES
NOTE To learn I’ve found that text preferences vary widely across a spectrum of professional standards
the basics of and personal tastes. For my projects, I’m a fan of 12-point Arial for onscreen text and
using SketchUp’s Text 14-point Arial for leader text. I also like using the Open Arrow style for end points,
tool, watch this online
and view-based leader lines. Those aren’t prescriptions—just my personal preferences.
video tutorial: www.
youtube.com/watch?v=
ClHdYWFczgU.
Units
The topic of units has come up in just about every SketchUp class I’ve taught over the
past five years. The most frequent question that leads to a conversation about units:
“How do you set the scale for your model?” The answer to that question is “You don’t
set a scale, you set the units.”
SketchUp understands a wide range of unit inputs, including both English and metric
units, as well as both fractional and decimal units. The Units pane (Figure 2.14) sim-
ply allows you to select the default units of measurement for your project.
Figure 2.14
Specify which
units of measure-
ment you want
to use for your
model in the
Units pane.
The units you choose for your SketchUp model will affect the following:
• The default unit of measurement for dimensions entered in the Measurements
box. For example, if the default units are set to Architectural (Inches) and you
specify the length of a line as simply “36,” the input will register as 36 inches. On
the other hand, if the default units are set to Decimal (Meters) and a length of 36
is entered, the input will register as 36 meters.
• The default unit of measurement for dimensions displayed in and entered into the
Entity Info window.
• The default unit of measurement displayed in any dimension strings throughout
the model.
• The unit of measurement displayed in the default text that appears when leader
text is drawn from On Face or On Edge inferences.
DEFAULT FIELD OF VIEW 29
The units will not affect the scale of your model, whether you draw a line and specify
a length of 3.28 feet, or whether you specify a length of 1 meter. The line will still be
the same length.
Since you have the ability to simply draw objects at their real-world size while working
in SketchUp, you don’t have to worry about a drawing scale (such as 1/4" = 1'0"). In
other words, if a table is 6 feet long, draw it in SketchUp as being 6 feet long. If a door
is 7 feet tall, make it 7 feet tall.
Should you ever need to print or export your SketchUp model to scale, you most cer-
tainly have that option. We’ll discuss exporting your SketchUp model to scale in
Chapter 10.
Figure 2.15
View of model with
30-degree field of
view.
The Walk tool is the only navigation tool in SketchUp with built-in collision detec-
tion, so setting a larger field of view angle may help avoid those times when you inad-
vertently find yourself having orbited into another room, or through a wall.
30 CHAPTER 2: CREATING CUSTOM TEMPLATES
In Model Components
If you find yourself diving into the Components browser every time you feel like drop-
ping in your favorite model from the People folder (Walking_Woman_01, for example),
or if you have yet to create a model that doesn’t include your favorite 40-foot palm tree,
or if your national sales reps consistently need access to the same product catalog in
every SketchUp model, then you may consider dragging your “must-have” components
into the In Model Component library before saving your SketchUp template.
To add components to the In Model library:
1. Go to Window > Components to launch the component browser.
2. Click the Secondary Selection Pane icon in the top-right corner of the compo-
nent browser to open a secondary browser window.
3. Click the House icon above the primary browser window to open the In Model
library.
4. Use the secondary browser window to browse through libraries or search the 3D
Warehouse for components you want to add to your template.
5. When you find a component you want to keep, drag it from the secondary win-
dow and drop it in the primary window.
The upside to adding components to the In Model library is that your In Model
library will always contain your favorite components—even if your component librar-
ies suddenly evaporate or you have to go offline and do not have access to your file
server or the 3D Warehouse.
The potential downside is that all of your In Model components are automatically
embedded in every new SketchUp project file. Having too many In Model compo-
nents may unnecessarily increase the file size of some of your projects. If you later
decide to pare down the selection of components from the In Model library, you can
right-click any of the components listed in the component browser and choose Delete.
Then just resave your template and you’ll be good to go.
We’ll explore more advanced organization and use options for the component browser
later in Chapter 4.
32 CHAPTER 2: CREATING CUSTOM TEMPLATES
Styles
The Styles palette is where you get to pick all sorts of settings pertaining to the way
your SketchUp models are rendered onscreen. Line widths, sky and ground colors,
NOTE Some watermarks, and numerous other color and display preferences are all housed in the
styles may
Styles palette. For now, just keep in mind that you can alter the appearance of the
include background
images, artistic line default style by going through and determining your preferences under each tab and
types, or other graphi- then clicking the Update Style icon in the Styles palette. Any changes will then be saved
cal elements that will as part of your custom template.
increase the file size. As
mentioned in the pre-
As is the case with components, you’ve also got the option to gather your favorite ren-
vious section, you may dering styles into the In Model folder of your Styles library. Once you save your tem-
want to consider purg- plate, any styles in the In Model library will be readily available for each new model
ing your files before that you start working on.
transmitting them. The
option found in Model
Info > Statistics > Layers
Purge Unused will get
rid of any unused In just about any office for which I’ve worked or consulted, layers and layer manage-
Styles. ment are a big deal in almost any program that has a layer function.
In Chapter 5 we’ll explore the utilization of layering conventions and gain a better
understanding of how to get the most out of what layers have to offer. For now, just
keep in mind that you can set up a standard list of layers for your models and save
them as a part of your template. Establishing a preset list of layers with which to work
will establish a framework and potentially avoid the kind of confusion and widespread
panic that ensue when people working together in an office or on a project make up a
new set of layers for each new project.
Generally speaking, when it comes to using layers in SketchUp, you’ll find they work a
bit differently than in other programs. You might intuitively want to be able to mimic
the same layers in SketchUp that you use in other CAD applications, but in most cases
it’s just not worth it. Chances are, you’ll be able to work more efficiently in SketchUp
if you create a list of layer names that describe the parts of the model being placed on
the corresponding layer. For example, if you typically add People to your SketchUp
Figure 2.17 A models, create a layer called People.
sample list of layers
for a typical two-story Figure 2.17 shows an example list of commonly used layers that you may want to
building. consider making a part of your SketchUp template.
MORE TEMPLATE SET TINGS 33
Shadow Settings
By now I’m guessing you get the idea:
Change a setting, and then save it as part of
your template. Of course this goes for the
Shadow settings. You can pick a date, time of
day, brightness of highlights (the Light slider,
with 1 being darkest and 100 brightest), and
darkness of shadows (the Dark slider, with 1
being darkest and 100 brightest). The follow-
ing are my preferred settings (as shown in
Figure 2.18):
• Time: 9 a.m. Figure 2.18 Suggested Shadow settings.
• Date: June 21
• Light: 85
• Darkness: 40
Scenes
Scenes are a whole big ball of fun and games,
so much so that we’ve got the entirety of
Chapter 9 set aside to get into all sorts of trou-
ble. For now, I just wanted to mention that
scenes are another thing you can put on your
list of things to consider saving as part of your
templates.
You can use scenes to save views with different
camera locations, visible layers, active section
planes, styles, shadows, and more
(Figure 2.19). Saving scenes as part of your
template is probably more beneficial if you
find yourself needing to re-create the same
standard views for your presentations. For
example, I’ve helped a number of interior Figure 2.19 The Scenes dialog.
designers and kitchen and bath professionals
create templates that include preconfigured
views for creating a series of interior elevations.
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35
chapter
three
SketchUp Extensions
As with Photoshop, AutoCAD, and many other programs, third parties (and
Google) have extended SketchUp’s capabilities with add-ons. These exten-
sions do a multitude of things, but this chapter focuses on a selection of addi-
tional tools for integrating SketchUp more fully within a professional
workflow and expediting your work. In addition to profiling my top picks
among extensions, I’ll discuss how to install and enable them.
Extensions are typically lumped into one of two main categories: Ruby scripts
and plug-ins.
RUBY SCRIPTS
Ruby scripts are custom tools or functions that, in SketchUp, are program-
med to execute commands. The Ruby programming language originated in
1995 and in addition to being used to create scripts for SketchUp, is popular
for Web application development. A Ruby application programming interface
(API) was introduced as part of SketchUp version 4. Ruby scripts can be
created using a basic text editor, and they can be tested and debugged within
SketchUp using the Ruby Console (choose Window > Ruby Console).
Having some programming knowledge certainly helps when it comes to
creating your own Ruby scripts for SketchUp. For the avid and aspiring pro-
grammers among you, I’ve listed some great online resources for learning
Ruby scripting later in this chapter. Figure 3.2 (on the next page) shows the
Ruby Console, along with some code that provides a taste of the fun and
excitement of Ruby scripting. If you’re like me, and learning Ruby just never
seems to make it to the top of the to-do list, you’ll be glad to know that
36 CHAPTER 3: SKETCHUP EXTENSIONS
Figure 3.2
The SketchUp Ruby
Console.
If you have nothing in mind more specific than a sense that there should be a better
way to draw circles in SketchUp, you may have better luck browsing through a catalog
of scripts in hopes of finding one that does the trick. Below is a list of my favorite sites
for finding Ruby scripts; visiting any of them will repay the time you spend browsing
by a factor of ten, thanks to the time-saving tools you’ll find. I’ve bookmarked them
and/or subscribed to their RSS feeds, so I’m alerted anytime a new script is posted.
Among these sites you’ll find both free and pay-per-download scripts. Some of the sites
have such large inventories of scripts that it can make your head spin. If you want to
just dip a toe into Ruby scripts, start at the top of this list—the selection gets broader
and deeper as you go down.
• Google SketchUp Web Site
http://sketchup.google.com/download/rubyscripts.html
The Ruby Scripts page in the Downloads section of the SketchUp Web site
includes a small selection of free Ruby scripts.
• Smustard www.smustard.com
This site contains a long list of professional-grade scripts; site creator Todd Burch
and his colleagues are among the most talented and prolific Ruby script program-
mers in the world. Some of the scripts are free; some cost money. Any dollars
spent here will be well worth the investment.
• Ruby Library Depot www.crai.archi.fr/RubyLibraryDepot
Didier Bur’s marvelous contributions to the SketchUp/Ruby community not only
include a number of fantastic scripts, but also this great site, which contains hun-
dreds of free scripts. What the 3D Warehouse is to components, the Ruby Library
Depot is to Rubies.
• SketchUcation Extensions Index www.sketchucation.com/extensions-index
The SketchUcation Web site has a page with an indexed list of extensions that
span a number of smaller Ruby script download sites.
Special Instructions
Un-Zip It: Some scripts are downloadable as .zip archives. I’ll typically download zipped
files to my desktop or downloads folder, unzip them, and then move the files to the
Plugins folder (see path descriptions above).
Tools vs Plugins: When downloading a script, check the script’s Web page for any spe-
cial installation instructions. On rare occasions you may be required to place the scripts
into the Tools folder—rather than the Plugins folder.
Dependency Issues: In some cases you may find a script that requires other scripts in
order to work properly. Information about special dependencies is typically mentioned
on the Web page from which you download the script.
NOTE In some The most efficient way to install Ruby scripts is to right-click (for Macs, Control-click)
cases, you may the download link and choose Save Target As (PC) or Download Linked File As (Mac).
need to activate the Then save the .rb file directly to the Plugins folder (per the preceding directions).
scripts or plug-ins in
the Extensions prefer- Once the scripts have been saved to the Plugins folder, you’ll need to relaunch
ences pane in order for SketchUp. Any tools located in the Plugins folder will automatically load when the
the tools to show up in program launches.
the menus. For exam-
ple, the Sandbox tools The new tools and commands for a script might show up in any one of the following
are a collection of SketchUp menus: Edit, View, Camera, Draw, Tools, Plugins, or contextual menu
Ruby scripts that are (right-click). Some scripts might even include their own toolbars that can be turned
installed automatically on by going to View > Toolbars.
as part of Google
SketchUp 7, but they Most Rubies will also appear in the Shortcuts list, so if you’ve downloaded a script that
won’t show up in the you think you’ll use fairly often, you might consider assigning a keyboard shortcut for
View > Toolbars menu it (see “Shortcuts” in Chapter 1 for instructions).
until they’re enabled in
the Extensions pane.
Developer Resources
There is no shortage of Ruby programming resources available for learning to create
your own scripts. Here are some good places to start that adventure:
• Google SketchUp Ruby API: http://code.google.com/apis/sketchup
• Google SketchUp Developers Discussion Group:
http://groups.google.com/group/google-sketchup-developers
• Ruby: Visual QuickStart Guide (Larry Ullman, Peachpit Press, 2008)
PLUGINS 39
PLUG-INS
Plug-ins help to both improve SketchUp’s interoperability with other applications and
expand the kinds of output you can generate from SketchUp. Many plug-ins are cre-
ated by software developers who want their applications to work well with SketchUp.
On the other hand, some plug-ins exist just to extend the capabilities of SketchUp, such
as IDX Renditioner (Figure 3.3). It lets users generate photorealistic renderings directly
within SketchUp, increasing the number of available output formats and potentially
saving the time required to export models for rendering in another application.
Figure 3.3 Rendering comparison between standard SketchUp output (left) and a rendering that was created using the
IDX Renditioner plug-in (right).
Many of these sites provide a bunch of great resources, such as additional plug-ins as
well as reference manuals and video tutorials.
Figure 3.4
The Extensions
pane of SketchUp
Preferences.
Check to make
sure that installed
plug-ins and
Ruby scripts are
enabled.
Developer Resources
If you’re so inclined, you can develop Google SketchUp plug-ins using the Ruby API
and/or the Google SketchUp C++ Software Development Kit (SDK), which can be
downloaded from the following site: http://code.google.com/apis/sketchup/docs/
downloadsdksubmit.html.
The Google SketchUp Developers Discussion Group is another valuable resource for
learning and getting support for your plug-in development endeavors: http://groups.
google.com/group/google-sketchup-developers.
TOP 10 EXTENSIONS 41
TOP 10 EXTENSIONS
Narrowing down the 60 or so scripts in my Plugins folder wasn’t easy (this could have
easily been a top 30 list), but the following are the plug-ins and Ruby scripts that I
think deliver the most bang for the buck (especially considering that most of them are
free!).
1. Deselect Look in the Selection section of www.crai.archi.fr/RubyLibraryDepot.
This tool lets you modify a selection set by selecting or deselecting edges or faces.
For example, if you want to select all the edges within a component so that you
could hide them, you could choose Select All, and then right-click and choose the
Deselect Faces option. You’ll be left with all the edges selected and then you can
choose Edit > Hide.
2. Profile Builder www.smustard.com
The script includes a massive library of professional profiles for finish carpenters,
structural engineers, interior designers, and builders. It improves on the basic
functions of the Follow-Me tool for creating profile-based extrusions. For exam-
ple, it allows you to go back and edit the original path or profile of an extrusion,
even after you’ve extruded the profile.
3. IDX Renditioner www.idx-design.com
This easy-to-learn toolset allows SketchUp users to create photorealistic render-
ings of their models directly within SketchUp. IDX Renditioner includes func-
tionality for adding different types of lights, and includes material-rendering
options for reflectivity, and bump maps.
4. Tools on Surface v1.3 Search http://forums.sketchucation.com.
Tools on Surface is a set of tools that, among other things, allows you to draw
primitive shapes directly onto curved surfaces. For example, with the Tools on
Surface Rectangle tool you can draw a rectangle directly onto a contoured land-
scape surface. Great for landscape design, product design, and character modeling.
5. Simplify Contours http://sketchup.google.com/download/rubyscripts.html
When you import contour line drawings that were executed in other CAD appli-
cations, SketchUp will probably convert the polyspline contours into polylines
that contain hundreds or even thousands of straight-line segments. This script
reduces the number of edge segments that make up the contour lines, which in
turn reduces the overall file size and also makes it easier to work with the con-
tours in SketchUp.
42 CHAPTER 3: SKETCHUP EXTENSIONS
chapter
four
Importing SketchUp Files
You can spend less time drawing and more time designing by downloading
models that are already available. This is especially helpful for adding the kinds
of set dressing and detail to your model that would otherwise be incredibly
time consuming to create from scratch. The best single source is the Google
3D Warehouse, which, in addition to being the world’s largest online reposi-
tory of 3D content, is extremely well integrated into SketchUp. Use the
Google 3D Warehouse to quickly search for models of just about anything
you can think of—such as people, trees, cars, furniture, and so much more—
and download models from the Web directly into SketchUp. In this chapter
I’ll help you find what you need quickly with targeted searches and explain
your options for pulling models into an existing project.
Figure 4.1
The File Import
dialog.
Once you click the Import button, SketchUp will automatically activate the Move tool
. The imported model will appear in the drawing window and it will be attached to
the cursor. There’s a name for the point at which the cursor has a hold of the model
being imported: It’s called the insertion point.
The position of the insertion point of a model corresponds to the position of the axis
origin within the model being imported (Figure 4.2).
Figure 4.2
Relationship between
the axis origin and
insertion point for an
imported SketchUp
model.
USING THE COMPONENT BROWSER 45
NOTE You can import SketchUp models into your drawing window by dragging them from an
open file folder and dropping them into whatever project you’re working on (Figure 4.3).
Once a file has been imported into SketchUp via the File > Import option, SketchUp
will recognize the imported file as a component…which brings us to our next option.
Figure 4.4
Toggle Secondary The component
Navigation menu Selection pane browser.
In Model library Search bar
View Options menu
Details menu
Previous Next
46 CHAPTER 4: IMPORTING SKETCHUP FILES
You can use the component browser to import models stored locally on your comput-
er’s hard drive or network file server. By default, the component browser’s Navigation
menu displays a drop-down list of all component folders located on your local hard
drive within the Components directory (Figure 4.5).
Figure 4.5
The component browser
Navigation menu.
It’s handy to store components you know you’ll use often in the Components directory
within SketchUp, so they’ll be right in the Navigation menu’s Favorites section. The
Components directory is located here:
• On a Mac: Your Hard Drive/Library/Application Support/Google SketchUp 7/
SketchUp/Components
• On a Windows PC: C:\Program Files\Google\Google SketchUp 7\Components
If you have SketchUp models in folders in other locations, you can open those by
choosing “Open a local collection” from the component browser’s Details menu .
SketchUp will add the folder to the Favorites list in the Navigation menu .
Once you’ve located the model(s) you’d like to import, click the icon, drag the model
into the drawing window, and then click again to set the model in place.
GET TING MODELS FROM THE GOOGLE 3D WAREHOUSE 47
Typing advanced search operators into the search bar is one way to quickly include
common search filters and criteria, most of which are otherwise found in the dialog
that comes up when you click the Advanced Search link next to the search bar
(Figure 4.6).
GET TING MODELS FROM THE GOOGLE 3D WAREHOUSE 49
Figure 4.6
The Advanced
Search link and the
3D Warehouse’s
Advanced Search
dialog.
Sourcing Products
The ability to source 3D models from real-world manufacturers’ product catalogs is
very useful for architects and designers who want to incorporate specific products into
their designs. With over a billion page views since the 3D Warehouse site was intro-
duced in 2007, manufacturers are realizing the benefits of uploading their catalogs to
the Warehouse—letting designers and consumers visualize their products in 3D.
Collections are an organizational feature that manufacturers often use to replicate the
experience consumers might have if they were to browse a traditional print catalog. For
example, choose Collections from the drop-down menu to the right of the search bar,
and then type in the name of a brand, or product line for your search (Figure 4.7). For
example, “KraftMaid Cabinetry” or “Hayward Cabinets” (one of KraftMaid’s product
lines) will return specific catalog collections that you can browse through.
Searching for collections that contain a particular product type can be another effec-
tive way to locate specific products—for example, “KraftMaid Base Cabinets.”
Methods of Downloading
There are two main methods for downloading content from the 3D Warehouse:
either by saving files to your computer’s hard drive via your Web browser, or by
directly importing them into your SketchUp project via the component browser or
Get Models command.
Once I’ve downloaded a file and taken it for a spin, I’ll typically copy and paste
elements of the file into a project, and/or stash the file in a project folder for future
reference.
NOTE If you download files from the 3D Warehouse, remember that you can save them and
organize them in folders in the SketchUp application directory (see the previous section, “Using
the Component Browser”). Any folders or files saved to the Components directory will automatically
show up in your component browser Favorites list.
To save a model you’ve downloaded from the Warehouse to a folder in your local
library, open the In Model library in the primary pane. Then open the secondary
pane and navigate to a folder in which you want to save the downloaded
GET TING MODELS FROM THE GOOGLE 3D WAREHOUSE 53
component. Then drag and drop from the In Model pane above into the open folder
in the secondary pane below (Figure 4.11).
1) In Model library
2) Landscape folder
Playing Favorites
Once you figure out which search phrase to use to find
the stuff you’re looking for, you can save the search to
your component browser Favorites list. Simply choose
“Save to favorites” from the Details pop-up menu in
the component browser (Figure 4.12).
The search phrase will then show up in the Navigation
menu drop-down list.
“Save as a local collection” is another option in the
Details menu that works especially well for download-
ing entire catalogs to your desktop and automatically
saving them to a folder in the SketchUp Components
directory.
Commitment-phobes need not worry; the Remove From
Favorites option is just as easy to use.
Figure 4.12 Save common
searches as Favorites.
54 CHAPTER 4: IMPORTING SKETCHUP FILES
Via the Get Models command: The Get Models command in the Google
toolbar (View > Toolbars > Google) opens a mini Internet browser window within
SketchUp (Figure 4.13). The search and download process is practically identical to
downloading from the Web as described earlier; the difference is that when you click
the Download button, you’re asked whether you want to download the model directly
into your SketchUp project (Figure 4.14). Clicking OK brings the model into your
project; clicking No results in a dialog that lets you choose a folder on your hard drive.
If you don’t want that model after all, click Cancel.
Figure 4.13
The Get Models
command launches
the 3D Warehouse in
a mini Web-browser
window.
Figure 4.14
SketchUp gives you
the option to down-
load models directly
into your SketchUp
project.
CREATING AN EASYBAKE SITE MODEL 55
Figure 4.15
My Collections link.
NOTE When you’re logged in to the 3D Warehouse you can also access any models you’ve
uploaded to the Warehouse, or any collections you’ve created from within SketchUp, by choos-
ing the options for My Models or My Collections from the Navigation drop-down list in the compo-
nent browser.
3. Reset the view in Google Earth (the shortcut is R) so that the north angle is point-
ing up toward the top of the screen and you are looking straight down at the site.
4. Turn off the 3D Buildings layer (but keep the Terrain layer turned on) so you can
see the satellite imagery in Google Earth (Figure 4.17).
CREATING AN EASYBAKE SITE MODEL 57
Figure 4.17
Looking down at
the site without 3D
Buildings.
© 2009 Google, Map Data © 2009 Tele Atlas
5. Switch over to SketchUp and import the satellite imagery of the location
(Figure 4.18) using the Get Current View command in the Google toolbar
(View > Toolbars > Google).
Figure 4.19a
Use the Get Models
command to find
and import specific
models.
8. Click the link to download the model, and then click OK to load the model
directly into your project.
9. You’ll then see a pop-up window indicating that the location of your model
building has a specific location associated with it that may be far away from the
location of your model. Choose the option to “Preserve location” (Figure 4.19b)
and the building will automatically land on the site in the model where it belongs
Figure 4.19b (Figure 4.19c).
If you choose the
Preserve Location
option SketchUp will
automatically position
the imported building
for you, based on the
model's embedded
Geo-Reference data.
CREATING AN EASYBAKE SITE MODEL 59
Figure 4.19c
A site model created
by importing from
Google Earth and the
3D Warehouse.
© 2009 Google, Map Data © 2009 Tele Atlas
Repeat steps 7–9 to import additional buildings. Remember that the advanced search
modifier “near:” can help locate buildings nearby. For example, you could use the
address for the Disney Concert Hall as the epicenter to search for additional buildings:
“near:111 South Grand Avenue, Los Angeles, 90012.”
2. Click the model preview icon to begin downloading the model (in this case, the
“Grand Tower” building located just down the street from the Walt Disney
Concert Hall (see Figure 4.21).
No 3D for You!
You may find that nothing shows up on the 3D Buildings layer for your area in Google
Earth—which means that no one has uploaded any models to the 3D Warehouse for it.
So you’re probably out of luck in terms of populating your current project, but you can
help change that.
If you’re interested in having 3D Models of the buildings in your city or town appear in
Google Earth and the 3D Warehouse, check out Google’s Cities in 3D program for infor-
mation on how you may be able to help your local city government to get that ball roll-
ing: http://sketchup.google.com/intl/en/3dwh/citiesin3d/index.html.
Cities around the world are using Google Earth as a means to promote tourism and com-
merce districts by creating 3D models of the buildings in their town, enabling potential
new businesses, residents, and travelers to experience city amenities virtually. Amherst,
Massachusetts (and the UMass campus) is one such city that has become quite an incred-
ible success story of how a community’s own citizens can collaborate on creating their
own 3D city model for Google Earth (Figure 4.23). You can read more about their use of
SketchUp, Google Earth, and the 3D Warehouse at: http://sketchup.google.com/3dwh/
citiesin3d/amherst.html.
Figure 4.23
A 3D Google Earth
model of Amherst
City Center (Amherst,
MA) with the College
campus of UMass in
the background.
© 2009 Google
You may find it helpful to contact a Professional 3D Geoweb Services company such as
Blue Marble Project (info@bluemarbleproject.com) to assist in creating 3D models or to
simply help consult on, or manage the process.
62 CHAPTER 4: IMPORTING SKETCHUP FILES
SIZE M ATTERS
The models on the 3D Warehouse are created by experts and novices alike. As such,
the precision and care with which the components have been created varies widely.
Among the most common issues with content downloaded from the Warehouse is the
size of the file, both in terms of the object’s relative size in the model, and also the
byte size of the file. You won’t run into very many problems with relative size or byte
size if you stick to searching for manufacturer catalogs and Geo content, but you don’t
want to miss out on the other 95 percent of the content in the 3D Warehouse. So
search away, and see what you come up with. If you end up importing a 3-foot-long
car, all is not lost. You’ve got some options.
NOTE With dynamic components, you may find that some of the scale handles are turned off.
In most cases that means the model is already at the correct scale and handles are turned off to
prevent you from screwing up the model. If you’re using SketchUp Pro and you feel like you need to
scale a DC, you could try turning the scale handles on by editing the dynamic component attributes. If
the component gets all messed up, don’t say I didn’t warn you. You may want to do a Save-As before
tinkering with a DC so that if something goes wrong, you won’t have to download it again.
SIZE MAT TERS 63
The Tape Measure tool: Among the Tape Measure tool’s many uses is its ability
to scale components within the model based on a known exact dimension. For
example:
1. Re-import the same car model that we used in the previous example.
2. Right-click the component and choose Edit Component (Figure 4.25).
Figure 4.25
Edit Component.
64 CHAPTER 4: IMPORTING SKETCHUP FILES
3. Use the Tape Measure tool to measure lengthwise from one endpoint to
another endpoint (Figure 4.26). Tip: Click an endpoint on the frontmost part of
the model, then press the left arrow key to lock the green axis, and then orbit
around and click an endpoint on the backmost part of the model.
4. In the Measurements dialog you’ll see where SketchUp is telling you that the
model is ~4' 7 1⁄16". At this point you can tell SketchUp what that distance should
be. Type in 182.5" and press Enter (Figure 4.27).
NOTE
An important
difference between
using the Scale tool
and using the Tape
Measure tool is that
scaling an object with
the Scale tool may
change the position of
the bottom of the com-
ponent in the blue axis
5. When SketchUp asks if you want to change the size of the active component, click
(vertical) direction,
Yes (Figure 4.27). whereas the Tape Mea-
6. Zoom out using the Zoom Extents tool . sure tool scale option
will keep the bottom of
7. The last step is to close up the component wrapper. The easiest way is to take the the component in the
Select tool (press the spacebar as a shortcut) and then press the Esc (escape) key. same spot.
The 3D Warehouse shows that the model is about a 7 MB file. With the model already
downloaded, go to Window > Components > In Model Library. Then select the car
component in the list, click the Statistics tab, and then choose the Expand check box.
In the Statistics pane for the components you’ll see that there are over 130,000 entities
contained in just this one model (Figure 4.28). That’s not so great unless you’re work-
ing on an ad and the model of this car is the only thing you’ll be working on.
Figure 4.28
The 7 MB file of this
car model contains
over 130,000 entities.
Compare those statistics against a model of a Ford Escape that you can find in the Real
World Google SketchUp 7 Chapter 4 collection in the 3D Warehouse, which comes in
at 1 MB, and contains about 11,000 entities (Figure 4.29). Even though the model of
the Escape is textured, it is still a significantly smaller file. For projects where it would
be necessary to place a few cars around—either in a garage, curbside, or in a small
parking lot—I’d much rather go with the lower-poly, textured model of the Escape.
If you had to put cars all over the place to depict a busy road, intersection, or large
parking lot, your best bet would be something from Google’s collection of low-poly
vehicles, which include cars like the sedan in Figure 4.30 (also in the collection for
this chapter, or you can search for “Sedan author:google”), which comes in at a mere
64 Kb and has been modeled with just over 1200 entities.
SIZE MAT TERS 67
NOTE “Max- One of the best file-size savers is to use low-poly, 2D components in lieu of high-poly
Polys” is an 3D components. You’ll most often find this to be an acceptable option when adding
advanced search oper- landscape components (such as trees, bushes, etc.) and people to your models. Add
ator that can help
“2D” to your search phrase for these types of components and you’ll be off to a good
refine search results
start. Some of the best trees I’ve ever used can be found by searching for “SetTree3D
based on a models
polygon count. If author:pepe.” These tree models use an exceptional blend of low-poly, textured,
you’re looking for a “face-me” components (see Chapter 8, “Mastering Components”) while adding depth
component that you’ll to the various elements of the tree to lend more realism.
need to copy many
times, this is a good fil-
ter to use. Try looking Too Much Junk in the Trunk
for components with a
maximum of 1000 Polygon count issues are one thing, and downloading a component that simply has
polygons and then more elements than you need is another common problem. Paste in Place is a com-
increase that number if mand you can use to quickly extract the parts you need to keep, and dump the rest.
you’re having trouble
locating a suitable 1. Open a new file and then choose Get Models . Search for the “Kraftmaid
model. For example, Extreme Makeover Home Edition” and download the model of the Riojas fami-
“car max-polys:1000.” ly’s accessible kitchen by Kraftmaid.
2. Right-click the component and choose Edit Component (Figure 4.31).
Figure 4.31
Edit Component.
3. Select the kitchen island, and then press Command+X to cut the island and place
it on to the Clipboard (Figure 4.32).
SIZE MAT TERS 69
Figure 4.32
Cut the island.
Figure 4.33
Paste in Place.
70 CHAPTER 4: IMPORTING SKETCHUP FILES
NOTE If you 6. Take the Eraser tool (keyboard shortcut E) and click the kitchen to leave the
want to save all island unto itself (Figure 4.34).
of the components
from the kitchen to a Figure 4.34
local folder so that Erase the
you’ll have access to kitchen.
them offline: Click the
In Model icon in the
component browser
. Then choose “Save
as a local collection”
from the Details
menu .
NOTE The 7. To remove the other components that would otherwise still be embedded in the
Purge Unused file, choose Window > Model Info > Statistics > Purge Unused.
option in the Model
Info window purges all
In Model libraries of
unused components, OTHER COMPONENT R ESOURCES
layers, materials, and
There are other great online resources for getting your hands on professional-quality
styles. To purge only
the unused compo- SketchUp components. The following sites offer samples from their component collec-
nents, go to the com- tions that can be downloaded from the 3D Warehouse.
ponent browser and
• Form Fonts: www.formfonts.com Form Fonts is a subscription-based site with
navigate to the In
Model library .
thousands of professional-quality 2D models, 3D models, and texture maps.
Then choose the When 3D Warehouse searches turn up empty, I’ll often turn to Form Fonts. I’ve
option for Purge had an account on this site for nearly four years and find it an invaluable resource
Unused from the for delivering projects on tight deadlines.
Details menu .
Similar options can be • Entourage Arts: www.entouragearts.com This site sells a number of
found in the Layers, CD-ROM volumes with 2D NPR (non-photorealistic) components of people and
Materials, and Styles landscape elements. Each component comes in SKP, PNG, and MCD format.
windows. The files can be used in SketchUp, Piranesi, and Photoshop to create renderings
with a softer, more hand-drawn aesthetic.
71
chapter
five
Importing CAD Files
In my digital art bin, SketchUp is the tool of choice for visualizing and com-
municating ideas in three dimensions, which makes it an incredibly useful tool
throughout all stages of the design and building process. When combined with the
companion program Layout, SketchUp is inching closer to offering a viable standalone
replacement software for other CAD drafting tools. Together they can pretty much get
the job done for smaller-scale projects, such as finish carpentry projects, set designs,
and kitchen and bath projects—but for projects that require full-scale construction
documents, such as ground-up commercial or residential projects, SketchUp probably
won’t meet all your needs.
Working with CAD data in SketchUp presents a number of challenges, such as getting
the files in good shape, managing layers, and working with curves and contours—all
of which I’ll discuss in this chapter. There’s also the issue of exporting CAD files from
SketchUp, but we’ll get to that a bit later in Chapter 10.
Avoiding Stickiness
If you’re using a template such as “Plan View - Feet and Inches,” which opens new files
beginning with an empty drawing space, the first CAD file you import will come in as
a bunch of loose, sticky lines. As soon as you get those lines into SketchUp, I suggest
grouping them immediately.
If there’s already something in the model (like Sang, the guy who’s standing at the origin
in the Architectural templates), SketchUp will import a CAD file as a component and the
component wrapper will keep it from sticking to anything else in the model.
In the Import dialog, choose the CAD file you want to import by browsing for it, and
then click the Options button. In the Options dialog, make sure the scale is set to
Inches and that all three check boxes are checked, so that “Preserve drawing origin,”
“Merge coplanar faces,” and “Orient faces consistently” are all enabled (Figure 5.2).
Click OK, and then click Import.
If your import was successful, you should see an Import Results dialog that shows you
some statistics of your model (Figure 5.3).
Scale
The Scale drop-down menu is a bit of a misnomer as it’s not really asking about scale,
or about the units of your SketchUp model—rather, it’s asking for the units that the
CAD file was drawn in. When SketchUp imports a CAD file, it switches the default
74 CHAPTER 5: IMPORTING CAD FILES
units to match what you have specified in SketchUp (under Model Info > Units). In
the United States, most CAD programs (and SketchUp) are typically set up with the
default units in inches, for architectural design.
If you import a CAD file and don’t pick the correct scale units, you might get an error
message like the one in Figure 5.4—in which case, try again and pick a different one.
White (outside)
If you import a CAD file into SketchUp and you notice that despite having checked
the option to orient faces consistently, some or all of the faces in your model are blue
(turned inside-out), here are some ways you can fi x that.
Reverse Faces
The Reverse Faces command is located in the context menu and appears whenever NOTE The
you right-click a face. Reverse Faces flips the direction of a face from white to blue or Reverse Faces
vice versa (Figure 5.6). The process goes a bit faster if you preselect multiple faces option will not appear
if you right-click a
before using the Reverse Faces command.
group or component.
You must be in Edit
Group, or Edit Compo-
nent mode and then
right-click a face to
access this option.
Figure 5.6 Before and after using the Reverse Faces command to flip the orientation of a
single face.
76 CHAPTER 5: IMPORTING CAD FILES
Orient Faces
The Orient Faces command is also located in the context menu and appears whenever
you right-click a face. Orient Faces causes SketchUp to reevaluate all faces connected
to the one you right-click. SketchUp will orient the connected faces so that they corre-
spond to the orientation of the face you clicked (Figure 5.7).
Figure 5.7 Before and after using the Orient Faces command to flip the orientation of a
bunch of faces.
In other words, if you right-click one face that has the white side facing out, then all
the faces of that object will be oriented so that the white side is facing out.
Hidden Geometry
If you import a curved surface and notice that only some parts of the surface are inside
out, and the above options aren’t working to fi x the problem, you can turn on Hidden
Geometry (View > Hidden Geometry) and then use the Reverse Faces command to
properly orient the inside-out parts individually.
WORKING WITH 2D CAD FILES IN SKETCHUP 77
Managing Layers
When the CAD file is imported into SketchUp, the layers from that file come over
right along with it. However, layers function differently in CAD than they do in
SketchUp. For example, in AutoCAD you’re able to draw two lines right on top
of each other and separate them on different layers. One of the lines might represent
the face of a wall and be on a layer called something like A_WALL_FULL; the other
edge might represent a cabinet and be on a layer called A_FIXT_CASE. In CAD,
even though the lines are parallel with each other, those lines will stay autonomous,
and you’ll be able to control the visibility of one line or the other by turning on or
off their respective layers. That all changes as soon as you import that CAD File
into SketchUp.
SketchUp isn’t a 2D drafting tool—it’s a three-dimensional modeling program. The
ability to draw a bunch of autonomous, overlapping edges in a 3-Dimensional environ-
ment doesn’t really help someone create a 3D model more efficiently. If SketchUp sees
two or more edges that were hanging out in the same spot in CAD, it will go ahead
and merge those edges into one. Furthermore, if the edges were on separate layers in
CAD, SketchUp will decide which of those layers to put the newly merged edge on.
I’ve seen some pretty elaborate systems that people have developed for keeping their
layers consistent in SketchUp and CAD.
In my experience, however, it’s not worth Delete Layer
6. Ensure that the edges in the model are grouped. Select all (Command+A) and then
choose Edit > Make Group (Command+G).
7. Save the changes you’ve made to this file before continuing with the next section.
I’m not saying this is the only way to work with your CAD layers in SketchUp, but in
my experience, it’s the least frustrating. If you just can’t fathom a world where your
WORKING WITH 2D CAD FILES IN SKETCHUP 81
CAD layering system doesn’t exist, you’re certainly welcome to try getting them to
work in SketchUp. My best advice though, would be to take a deep breath and let go.
Drawing Walls
Now let’s look at a tried-and-true method for creating walls. I have seen and used NOTE I repeat:
dozens of methods for working with CAD files over the years. This one may seem a Before continu-
bit convoluted and may take a little getting used to, but I guarantee it will produce ing, make sure that the
edges that were
more consistent and more efficient results than any other.
imported from the
1. Continuing with the same file as in the previous section, start by using the CAD file are grouped
Rectangle tool (recommended shortcut: N) to draw a rectangle on the ground (see step 6 in the previ-
atop one of the walls that runs parallel to the axes (Figure 5.12). Note: It is not ous section).
recommended that you snap to any of the endpoints or edges in the CAD draw-
ing during this step.
3. Once you’ve got the first wall segment in place, take the Move tool (M) and
toggle the Move/Copy function (press the Ctrl key [PC] or Option key [Mac]).
4. Click and let go on one of the inside vertical edges and start moving a copy of the
edge over along the axis direction that runs parallel to the length of the wall
(Figure 5.14).
Figure 5.14
Use Move/Copy to
start copying the
edge over.
WORKING WITH 2D CAD FILES IN SKETCHUP 83
5. While moving the edge along the axis direction, press and hold Shift to lock the
axis inference. Keep Shift held down and click the endpoint in the plan below to
set the copied edge down in the correct place (Figure 5.15).
6. Use Push/Pull to pull out the next wall section. Be sure to infer the outside
edge of the building in the CAD plan below (Figure 5.16).
7. Repeat this process until the exterior walls have been modeled (Figure 5.17).
8. If a building, or part of a building, is drawn at an angle (as is the case with this
example), use the Axes tool (recommended shortcut: Shift+A) to align the
axes to the building (Figure 5.18). The Axes tool requires three clicks: 1) origin,
2) red axis, 3) blue axis.
9. Start modeling the angled exterior walls. By following the same process outlined
above in Steps 1–7.
WORKING WITH 2D CAD FILES IN SKETCHUP 85
10. When you get to the angled wall intersections, go ahead and fully overlap the
walls through the corners (Figure 5.19).
NOTE You
should generally
try to avoid rotating
the building, especially
if you plan on being
able to leverage the
CAD import option
for Preserve Drawing
Origin.
11. Take the Select tool (recommended shortcut: V) and triple-click the walls to
select them. Note: Use Shift+triple-click if needed to select all of the walls.
12. Right-click the walls and choose Intersect > Intersect Selected (Figure 5.20).
13. Use the Eraser tool (E) to clean up the intersections by erasing the extra stuff
you don’t need (Figure 5.21).
14. Once the exterior walls have been modeled, reset the model axes by right-clicking
either of the axes (off in white space, away from the model) and choose Reset
(Figure 5.22).
15. Use the Select tool (V) and triple-click the walls to select them. Right-click
the walls and choose Make Group (PC shortcut: Ctrl+G, or Mac shortcut:
Command+G; Figure 5.23).
Figure 5.23
Group the walls.
16. Create a new layer called “Exterior Walls.” Right-click the walls and choose Entity
Info. Choose the Exterior Walls layer from the Layer drop-down menu in the
Entity Info dialog to put the Exterior Walls group on that layer (Figure 5.24).
17. Repeat the same steps for drawing the Interior Walls. Once the interior walls are
drawn, group them separately and place them on a new layer called “Interior
Walls” (Figure 5.25).
Windows
NOTE Keep in
mind as you Let’s start with the windows. Having drawn the walls the way we did—by pulling
work through this wall sections through the window and door openings—we’re now in a position to
example that your
simply punch out the windows and doors.
exterior walls and inte-
rior walls are in differ- 1. Right-click the Exterior Walls group and choose Edit Group from the
ent groups. Be sure context menu.
that you are in Edit
Group mode before 2. Take the Tape Measure tool (recommended shortcut: D) and click the bottom
working on the doors edge of the west wall (be sure to look for a Red “On Edge” inference dot) to start
and windows for either
section of the model.
WORKING WITH 2D CAD FILES IN SKETCHUP 89
pulling a guide line up from the bottom edge. Then type 36 and press Enter to set
the guide at a height that marks the windowsill (Figure 5.26).
3. Use the Tape Measure tool again to set the Header height at 7 feet.
4. Take the Rectangle tool (N) and draw a rectangle that infers the guides for the
sill and header heights (Figure 5.27). Don’t worry about the width; we’ll get to
that in a second.
5. Push/Pull (Q) the new rectangle to the back face of the wall to create an
opening (Figure 5.28).
Doors
It’s entirely possible to use the process described earlier to model the door openings,
but I want to show an even easier option for the doors. The following process for
drawing the door openings assumes you’ve got precise CAD files to work from. Step 3
of this example asks you to trace over the CAD plan and infer specific endpoints. If
those points are off by even the slightest of margins, this process falls short—in which
case you can fall back on the process described previously for drawing the window
openings.
1. Toggle off X-Ray view mode (X) .
2. Orbit around so that you’re looking underneath the walls.
3. Take the Rectangle tool (N) and trace over the door opening (Figure 5.31).
Be sure to infer from endpoint to endpoint.
4. Push/Pull (Q) the bottom of the door up, then type in a height value of 7' and
press Enter (Figure 5.32 on the next page).
5. Repeat these steps as necessary for the other doors in the model. Again, remember
that you’ll need to make sure you’re in Edit Group mode for the correct group
depending on whether you’re trying to add doors to the Exterior Walls group or
the Interior Walls group. (Edit Group shortcut: Select tool [V] then double-click;
Close Group shortcut: Select Tool [V] then press the Escape key.)
WORKING WITH 2D CAD FILES IN SKETCHUP 93
NOTE When
you double-
click a face with the
Push/Pull tool, it will
repeat the same dis-
tance and direction as
the previous push/pull.
You can use that trick
to save a little time by
modeling all the doors
that have a similar
header height, one
6. Once you’ve finished modeling the door and window openings you can Zoom right after the other.
Out, close up any open groups, and clean up any dashed guide lines in the model
by choosing Delete Guides from the Edit menu (Figure 5.33).
At this point, keep in mind that the 3D Warehouse is chock-full of doors and windows
ready for you to download and plop right into your model. Marvin Windows has a
great collection of dynamic components that work well with this example.
If integrating SketchUp and CAD in your workflow is at the top of your list of things
to figure out, you should check out the Google SketchUp Pro Series: SketchUp + CAD
Training DVD by School. The DVD takes the information from this chapter a few
steps further by illustrating methods for referencing elevation drawings, methods for
modeling the roof, trellis, landscape, and hardscape areas, as well as material applica-
tions and furniture placement.
You can purchase the SketchUp + CAD DVD from the School Web site at
www.go-2-school.com/products/view/10.
Lost in Translation
SketchUp doesn’t do curves. Splines, polysplines, nurbs—all that good stuff gets
translated into straight-line segments—lots of them! Most surveys I’ve come across
include contour lines drawn in CAD as polyspline curves. When those curves are
imported into SketchUp, the resulting contours, when translated, are comprised of
thousands of tiny line segments (Figure 5.34 on the next page). Working in a file with
that many edges is problematic enough; things get really lame if you try to create ter-
rain surfaces in SketchUp from contour edges that are made up of tons of segments.
Simplify Contours (SimplifyContours.rb) is a great Ruby script for reducing the num-
ber of segments of curved polylines that have been imported into SketchUp from
CAD. You can download the script from the SketchUp Web site at http://sketchup.
google.com/download/rubyscripts.html.
Once installed, the Simplify Contours command will show up in the Plugins menu.
To use the script, just preselect one (or more) contour lines and then choose the
Simplify Contours command (Figure 5.35). When prompted, enter a degree angle.
(I’ve found that an angle between 5–10 degrees works well, depending on the level of
precision you need to retain in the contours.) The higher the degree angle you choose,
the more simplified (and less accurate) the lines will become.
96 CHAPTER 5: IMPORTING CAD FILES
Figure 5.34
Contour lines with
tons of edge seg-
ments result in con-
tour surfaces with
tons of faces.
WORKING WITH CONTOURS 97
Figure 5.35
Simplified contour
lines can be turned
into surfaces with
far fewer edges and
faces.
98 CHAPTER 5: IMPORTING CAD FILES
The trickiest part about using the Simplify Contours command is that it can be a bit
finicky. The contour lines need to form a single, continuous loop in order for the script
to work. Errors will occur with this script (namely, SketchUp will delete your contour
lines entirely) when either loops or crisscrosses are present.
Loops: The contours should be a single polyline drawn as either an open-ended con-
tour or a single closed loop. If the contour contains one or more loops (Figure 5.36),
the entire contour line will disappear when you run the Simplify Contours Ruby
script. Loops are sometimes inadvertently created when SketchUp translates imported
polyspline curves that were originally drawn in CAD.
Crisscrosses: If the contours are divided into segments, the segments need to
meet each other at the endpoints. If contour lines cross through each other
(Figure 5.37), the entire contour line will disappear when you run the Simplify
Contours Ruby script.
WORKING WITH CONTOURS 99
Once the contours have been simplified, you can use the Sandbox tools (Figure 5.38)
to turn them into a terrain surface. To follow along with the next part of this example,
make sure that the Sandbox Tools extension is turned on (Window > Preferences >
Extensions > Sandbox Tools), at which point you should be able to open the Sandbox
toolbar (View > Toolbars > Sandbox).
Once you’ve selected all the contour lines (Mac: Command+A; PC: Ctrl+A), you can NOTE Choose
then choose the From Contours tool and SketchUp will create a terrain surface by Edit > View
triangulating the endpoints of the contour lines. The surface is automatically created Hidden Geometry to
view and edit the
as a new group.
individual edges and
For more information about the basics of using the Sandbox tools, check out the video faces that make up
tutorial The SketchUp Show, Episode 17: “Sandbox Part Deux,” included on this book’s the terrain.
DVD or online at www.go-2-school.com/Real-World-Google-SketchUp-7.
100 CHAPTER 5: IMPORTING CAD FILES
Normal edges define an angle (between 0 and 180 degrees) between two faces.
Coplanar edges are drawn between two faces that lie in the same plane. Checking
both boxes in the Soften/Smooth dialog would smooth out everything. While that’s
useful for some things, in this case it’s a shortcut that would leave us with a bunch of
unnecessary geometry taking up file size. Better just to use the slider to smooth the
normal edges and then delete the coplanar ones.
1. Using the Select tool (V) , triple-click the model until you’ve selected all the
edges and faces of the back of the chair (Figure 5.39).
2. Right-click the selection and choose Soften/Smooth Edges from the context
menu.
3. Check the box for Smooth Normals, and then move the slider over to about
45 degrees (Figure 5.40 on the next page).
102 CHAPTER 5: IMPORTING CAD FILES
4. Right-click the selection again and choose Delete Coplanar Edges from the con-
text menu (Figure 5.41).
NOTE The
Delete Coplanar
Edges script is pretty
reliable, but in some
cases you may see
faces disappear. If
needed, you can man-
ually erase the copla-
nar edges with the
Eraser tool instead.
WORKING WITH 3D CAD FILES 103
5. Repeat these steps until all pieces of the chair are smoothed out (Figure 5.42).
Additional Resources
By now you should have a pretty decent understanding of the many ways you can
begin to incorporate a variety of CAD file types and formats into your workflows.
Working with CAD files is one of the more complicated topics when it comes to using
SketchUp professionally, and one that generates a lot of questions. For more informa-
tion on this subject be sure and check out the video tutorials that were included on the
DVD that came with this book.
You might also want to look into the following resources:
• The SketchUp Show, Episode 20: “Working with CAD”
(www.go-2-school.com/Real-World-Google-SketchUp-7)
• Google SketchUp Pro Series - SketchUp + CAD Instructional DVD
(http://www.go-2-school.com/products/view/10)
• Google SketchUp for Site Design: A Guide for Modeling Site Plans, Terrain and
Architecture by Daniel Tal (Wiley, 2009)
105
chapter
six
Importing Images
There’s truly something awesome about the process of taking a 2D image and
manipulating it in 3D. For the most part, it’s just fun, but the ability to effec-
tively import images into SketchUp provides a tremendous advantage for
designers. That statement holds especially true for those skilled in traditional,
hand-drawn media. As you’ll see later in this chapter, SketchUp can provide a
wonderful bridge between hand-drawn imagery and 3D computer modeling.
In addition, SketchUp’s ability to import digital photographs, such as a picture
of an old wooden door or a shiny new stainless steel appliance, can help lend a
tremendous amount of realism to your model.
SketchUp’s image import options also provide users with a way to leverage
the vast hoards of digital photos that can be found and downloaded via
Google Image Search and Google’s Street View imagery database.
Regardless of the type of image you’re planning to import, the process starts
from the File > Import menu options (Figure 6.1 on the next page). From
the image import dialog you are given three options for importing an image
into SketchUp: 1) Use As Image, 2) Use As Texture, and 3) Use As New
Matched Photo.
106 CHAPTER 6: IMPORTING IMAGES
Before diving into the particulars of the actual image import options, I have some
information to share about optimizing your images and saving them in an appropriate
image file format.
PSD, TIFF or PDF format) applied as a texture to a face in SketchUp will not receive
shadows.
Image Size (in pixels): 1110 x 1350 Image Size (in pixels): 1110 x 1350 Image Size (in pixels): 1110 x 1350
File Size (in kilobytes): 6.500 File Size (in kilobytes): 556 File Size (in kilobytes): 612
Figure 6.3 A TIFF file on the left, PNG in the middle, and JPEG on the right. You can see that the PNG file is much smaller
than the TIFF, looks crisp, and also has a transparent background.
IMPORTING AN IMAGE AS AN
IMAGE OBJECT
This import option results in creating image objects that are unique in that they are
unlike any other kind of SketchUp entity. Despite having a protective wrapper around
them (they resist stickiness), they are not defined as groups or components. They have
faces, but the edges that define the face are not visible. They are textured and yet the
textures don’t appear in the In Model material library. They simply are what they are:
image objects. The following examples are intended to highlight scenarios in which
this image import option can be most effectively utilized.
Some of the files you’ll need to follow along with the examples in this section can be
copied from “Chapter 6_Importing Images” on the companion DVD or downloaded
from the “Real World Google SketchUp 7 - Sample Files” Picasa album at “http://
picasaweb.google.com/tadrosio/RealWorldGoogleSketchUp7SampleFiles.”
IMPORTING AN IMAGE AS AN IMAGE OBJECT 109
Art.com is a great Web site for finding downloadable images of artwork and posters
and getting dimensions for the framed pieces for personal, noncommercial use. In this
example I’ll use an image of one of my own framed sketches. You can copy the image
for this example from the accompanying DVD or from the Real World Google
SketchUp 7 Sample Files Picasa album online at http://picasaweb.google.com/tadrosio/
RealWorldGoogleSketchUp7SampleFiles. Note that actual dimensions for this frame
are 27 inches wide by 39 inches high.
1. Start by downloading the sample file for this example (titled Framed
Art_27x39.jpg) from the companion DVD, or from the Real World Google
SketchUp 7 Sample Files Picasa album (picasaweb.google.com/tadrosio/
RealWorldGoogleSketchUp7SampleFiles).
2. Draw an 8-foot cube in SketchUp. (Optional: For illustration purposes, I’ve added
a brick texture to the front face of the box and a 2D person for scale; Figure 6.5
on the next page).
110 CHAPTER 6: IMPORTING IMAGES
3. Go to File > Import. Choose the option for “All Supported Image Types”
from the File Format drop-down menu and choose the option Use As Image.
Navigate to the image file and choose Import.
4. Once imported, the image will be attached to the cursor (Figure 6.6).
5. Click once to set the insertion point, move the cursor out to size the image, and
then click a second time to set the image in place (Figure 6.7).
IMPORTING AN IMAGE AS AN IMAGE OBJECT 111
NOTE If you know the overall dimension (height or width) you can type in the dimensions as
you’re importing the image. If you know the height (in this case 39"), stretch it vertically and
type in the dimensions; if you know the width (in this case 27"), stretch it horizontally and type in the
dimensions.
If you try to move the image around you’ll see that it’s glued to the face that you NOTE After you
imported it onto. Likewise, if you try to move or Push/Pull the face of the box, you’ll unglue the
notice that the image moves with it. If you ever need to detach the image from the image object, you’ll
have to move it an inch
face, right-click it and choose Unglue from the context menu.
or two off the face in
order to keep the tex-
tures from Z-fighting.
Placing Free-Floating Images—Backgrounds There is no option to
The previous example illustrates an option for importing an image object directly onto a Re-glue, so once you
face—in which case the image will be glued to the face on which it is imported. Unglue, you would
either have to Undo
Another option is to simply import the image into the model as a free-floating object. back, or reimport the
A common scenario for utilizing this option would be the creation of a backdrop or image.
background image.
JC Backings is a company in Hollywood that rents out large-scale background images
for use on film and stage sets. Its Web site (www.jcbackings.com) is full of all kinds of
great background images that can be pulled into SketchUp. Whether or not you’re a film
and stage pro, this workflow process is valuable for creating models that require an
accurate representation of a background.
112 CHAPTER 6: IMPORTING IMAGES
1. Start by going to the JC Backings Web site, and search for image #CT-641
(Figure 6.8).
NOTE JC Backings is an example of a professional site that film and stage folks might check
out to search for specific background images. For generic imagery you could substitute
Google Images (http://images.google.com/) in Step 1 and search for and download images of just
about anything.
2. Right-click the image and choose Save Image As to save the image to your com-
puter’s hard drive (Figure 6.9).
3. Go to File > Import and choose the options All Supported Image Formats and
Use As Image. Then navigate to the file and choose Import.
4. Click once to set the insertion point of the image, and then scale the image up and
click a second time to set the image in place.
The real-world dimensions for this image are listed on the JC Backings Web site.
In this case, we know that it is 14 feet tall in real life. So when you’re sizing the
image initially, you can move the cursor along the vertical edge of the image and
type in 14' and press Enter to set the image at the correct size (Figure 6.10).
IMPORTING AN IMAGE AS AN IMAGE OBJECT 113
5. At this point we could reasonably assume that if we sized the height dimension NOTE Another
correctly (at 14'), the width should end up equal to 60' (per the dimensions listed way to import
on the JC Backings Web site). However, if you use the Dimension tool files as image objects
is to drag the image
(Shift+D) to verify that assumption, you’d see that the image is actually measur-
files from a file browser
ing out at around 60'6½"—so it looks like somehow the aspect ratio of this image
window into your
got tossed around a bit (Figure 6.11 on the next page). SketchUp drawing
window.
114 CHAPTER 6: IMPORTING IMAGES
6. Type in 60' and press Enter while using the Scale tool (S) to scale the model
horizontally and fi x the proportions of the backdrop image to correspond to its
actual real-world size (Figure 6.12).
7. Use the Rotate tool (R) to tilt the image up. Start with a click-drag along the
bottom edge of the image to set the axis of rotation, then click anywhere on the
image to start tilting it up, and click a third time to set the angle of rotation. For
accuracy, type 90 and press Enter (Figure 6.13).
8. The Move tool (M) is an obvious choice for getting the image positioned in
the right place in the model. Remember too, though, that the Move tool also
works for rotating the image. When you hover over the image with the Move tool,
116 CHAPTER 6: IMPORTING IMAGES
you’ll see little red crosshairs. If you hover over the crosshairs, the Move tool will
turn into a Rotate tool, at which point you can click to start rotating the image
about its center along either of the axes (Figure 6.14).
3. Use the Rotate tool (R) to tilt the image up. Start with a click-drag along the
bottom edge of the image to set the axis of rotation, then click anywhere on the
image to start tilting it up, and click a third time to set the angle of rotation. For
accuracy, type 90 and press Enter (Figure 6.16).
NOTE When
you explode an
image object, you will
then have the ability to
edit the face and the
edges that define that
face. The image is also
converted into a pro-
jected texture.
6. Then double-click the image again with the Select tool to go into Edit Group
mode (Figure 6.18).
8. When SketchUp asks, “Do you want to resize the active group or component?”
click Yes.
9. Now that the image has been scaled, you can use the drawing tools to trace the
outline of the cabinetry. Start by using the Rectangle tool (N) to trace over a
section of the base cabinets (Figure 6.20).
120 CHAPTER 6: IMPORTING IMAGES
10. Using the Push/Pull tool (Q) , pull out the base cabinet section (Figure 6.21).
Enter 24 to set the dimension of the base cabinets 24 inches deep.
11. Adjust the size of the base cabinets by Push/Pulling the top, bottom, or either of
the side faces.
12. Use the Rectangle tool (N) to draw rectangles on the top of the counter for the
tall cabinets and built-in appliances.
IMPORTING AN IMAGE AS AN IMAGE OBJECT 121
13. Push/Pull (Q) the rectangles up from the counter (Figure 6.22). Adjust the
dimensions on the sides if necessary.
14. Trace over the wall cabinets with the Rectangle tool (N).
15. Then take the Push/Pull Tool (Q) and pull those out 12 inches (Figure 6.23).
16. At this point you may want to save the work you’ve done in this example because
we’ll reference this model again later in the book.
Figure 6.24
Imported images
of hand-sketched
designs can be
combined with
sketchy styles for 3D
conceptual design
presentations.
If you want to take this model a bit further, you could use the Follow-Me tool to
model the crown molding around the tops of the upper cabinets. And you can check
out the section “Sampling Onscreen Colors” in Chapter 7 for more information on
how to get rid of the streaky textures on the sides of the cabinets. In the real world,
depending on the phase of the project or the type of information you need to com-
municate, you could either leave the sketchy texture stuff in there and call it a wrap
(Figure 6.24), or you could download a bunch of 3D cabinets and appliances from the
3D Warehouse to flesh out the design with actual products (Figure 6.25).
Importing PDFs
Plans and elevations are commonly transferred in PDF format. If you’re hoping to
import a PDF into SketchUp, you’ll first want to determine what kind of PDFs you’ve
got. They actually come in two different varieties: raster format and vector format.
Rasterized PDFs aren’t much different than a bunch of JPEGs, so whether you
import those directly or save them out as JPEGS and then import—the results are
pretty much the same.
Remember too, that direct import of the PDF format is only supported on the Mac
OS. So if you’re working on a Windows PC, you’d have to use Acrobat (or equivalent)
to export the pages of your PDF file as a series of JPEGs or TIFFs and then import
those instead.
Vector-Based PDFs are more commonly exported from CAD programs—and they’re
a whole different story. Vector lines are far more accurate than their rasterized counter-
parts, and in most cases you can extract the edges and endpoints from the PDFs.
To extract the vector line work you first need to open the PDF in Adobe Illustrator, at
which point you would then be able to edit and manipulate the edges. Illustrator also
has an option to export the vector line work as a DWG file. After exporting as a DWG
file from Illustrator, you could then import the DWG file into SketchUp and utilize
the processes outlined in Chapter 5.
Mac users: If you forgo the Illustrator workaround (or simply don’t have Illustrator)
and end up importing a vector-based PDF directly into SketchUp, the file will auto-
matically be converted into a raster graphic with a transparent background—at which
point you can use the method outlined in the previous section to turn the image into a
3D model.
Figure 6.26
Comparison of tiled
(left) versus projected
(right) textures on a
box.
IMPORTING AN IMAGE AS A TEXTURE 125
Figure 6.27 Comparison of tiled (left) versus projected (right) textures on a terrain. © 2009 Google
To toggle a texture back and forth from projected to tiled, right-click any textured face
and choose Texture > Projected from the context menu. A check mark indicates that a
texture is projected; no check mark means it’s tiled.
NOTE If you
don’t have
access to an image
editing program like
Photoshop or Gimp,
you can skip ahead to
Step 6 and use the
cropped version of the
image titled Thailand_
Cropped.jpg.
4. Drag the corners of the crop selection to align to the corners of the doorway
(Figure 6.30).
IMPORTING AN IMAGE AS A TEXTURE 127
5. Drag the center point until you feel it snap to the center of the cropped area and
then press Enter to crop the image and correct the perspective distortion.
You should end up with an image that looks like Figure 6.31, which you can then
save as Thailand_Cropped.jpg.
6. Now head over into SketchUp and start by drawing an 8-foot cube.
7. Go to File > Import. Choose the option for All Supported Image Types from the
File Format drop-down menu, and choose the option Use As Image. Navigate to
the image file Thailand_Cropped.jpg and choose Import.
8. Click once on a face to set the insertion point of the image, and then scale the image
up and click a second time to set the image in place (Figure 6.32 on the next page).
128 CHAPTER 6: IMPORTING IMAGES
9. To correct the size and position of the texture, right-click the texture and choose
the context menu option Texture > Position Texture.
10. Then right-click the image a second time and make sure that the option Fixed
Pins is checked (Figure 6.33).
There are two different pushpin modes for positioning textures: Fixed Pin mode and
Free Pin mode. You can check or uncheck the Fixed Pins option to toggle between
the two modes. For cropped images, you’re better off using the Fixed Pin mode.
11. In Fixed Pin mode you’ll notice that the pushpins are all different colors (Figure
6.34). You can click and drag the pins to the corners of the face to get the texture
to fit perfectly. The most effective way to manipulate the pushpins is to position
them in the order: Red, then Green, then Blue (RGB).
The Red pushpin allows you to move the image, the Green pushpin lets you
rotate or scale the image, and with the Blue pushpin you can shear the image or
scale it vertically.
NOTE If you make a mistake, don’t use Edit > Undo (Cmd+Z)! The texture position process has
its own special Undo/Redo options that show up if you right-click while in Position Texture
mode. There is also an option for Reset, which will restore the image to the original state it was in
when you first imported it onto the face.
12. Right-click and choose Done to exit the Texture Position mode.
13. Save your work: We’ll keep working with this file in the next section.
If the proportions of the size of the texture relative to the size of the face are working
for you, great—if not, you’re free to change the size of the box or go back into Texture
Position mode and change the size of the texture.
There are a couple options for changing the size of the box/texture:
• The image texture is a tiled texture, so if you Push/Pull, or Move the end of the
box to make it longer, the texture will continue to repeat (Figure 6.35).
• If you use the Scale tool to change the size of the box, the texture will scale rela-
tive to the size of the face (Figure 6.36). Then if you Push/Pull or Move the end
of the box, the texture will repeat and keep whatever proportions you scaled it to.
IMPORTING AN IMAGE AS A TEXTURE 131
Seamless Textures
To check out a couple of methods for creating seamless textures for wood flooring, bath-
room tile, kitchen countertops, and organic landscape material, check out The SketchUp
Show, Episode 40: “ImageSynth & SketchUp,” and Episode 41: “Creating Tileable Textures”
video tutorials included in this book’s companion DVD and online at www.go-2-school.
com//Real-World-Google-SketchUp-7.
Imagesynth (www.luxology.com/whatismodo/imageSynth/) and Filter Forge (www.
filterforge.com/features/) are two great Photoshop plug-ins that are useful for creating
seamless textures. If creating seamless textures isn’t the kind of thing you’re into, all is
not lost; you can cut to the chase by downloading seamless image textures from Web
sites like Form Fonts (www.formfonts.com) and Filter Forge (www.filterforge.com/filters).
132 CHAPTER 6: IMPORTING IMAGES
Figure 6.37
Perspective photos
can also be placed on
faces as textures, and
then cropped directly
in SketchUp.
Figure 6.38
Free Pin mode works
kind of like the per-
spective crop tool in
Photoshop.
5. The goal for this next step is to place the pushpins such that they define the
bound of the portion of the image that you want to use for your texture. In this
case we want to be somewhat particular about the tops and sides of the region of
brick we define so that the cropped texture can repeat seamlessly.
To manipulate the position of the pins, click and release to pluck the pin out from
the image, move it over, and then click a second time to stick the pin back into the
texture (Figure 6.39).
6. The next step requires you to click and drag each of the pushpins to the corre-
sponding corners of the face. Midway through the process, the image may start to
look real funky, but once you’ve placed all four pins, the texture should fit nicely
on the face (Figure 6.40).
I’ve included an additional image of Spanish roofing tiles among the sample files. You
can use that image to practice working with the procedures outlined in this section
(Figure 6.42).
3. Go back to SketchUp and click the Get Current View button to import the site
into SketchUp (Figure 6.44).
IMPORTING AN IMAGE AS A TEXTURE 137
4. Use the Pencil tool (L) to trace an outline that matches the footprint of the
building and then use the Push-Pull tool (Q) to pull the box up 18 feet
(Figure 6.45).
NOTE You can 5. Right-click the west side of the building and choose Get Photo Texture from the
also open the Context menu.
Photo Textures window
via the Window menu. The Photo Textures dialog (Figure 6.46) automatically shows available street
view imagery for the face that you right-click. You can click and drag the bottom-
left corner of the window to make it bigger, and you can use the street view win-
dow or the map to navigate and pan around to find the best street view of the
building. In some cases, the best view might be off to the side a bit, where you can
see past any trees, cars, or signs that might block your view.
6. Click the Select Region button and then drag the blue push pins to choose the
part of the image that you want to use as a photo texture (Figure 6.47).
IMPORTING AN IMAGE AS A TEXTURE 139
7. Click the Grab button to apply the Street View image to the face of the building.
You can then minimize or close the Photo Texture dialog to see how the model
looks with the texture applied (Figure 6.48).
Depending on the results from Step 7, you can edit the building and the applied
textures (using the methods described earlier in this chapter).
NOTE You can 8. Model the parapet wall based on the information available from the Street View
use the Paint and satellite images (Figure 6.49).
Bucket tool to sample
the black-and-white The street view image that was imported in Step 7 provides a relatively unob-
satellite image from structed view of the southwest corner of the building; however, the trees in the
the terrain and paint it view are blocking a large portion of the rest of the west elevation. To solve these
onto the roof to use as kinds of problems, you can break a face up into different pieces and import differ-
a reference for model- ent photo textures for each face.
ing the parapet wall
bordering the roof. 9. Use the Pencil tool (L) to draw a vertical line down the west face of the build-
ing between the green and white stuccoed areas, dividing the face into two parts
(Figure 6.49).
10. Right-click the northern section of the face with the texture of the trees blocking
the elevation and choose Get Photo Texture from the context menu. Then navi-
gate in Street view to find an unobstructed view of that section of the building
and repeat Steps 6 and 7 (Figure 6.49).
11. [Optional] At this point feel free to continue importing additional photo textures
onto other faces of the building (Figure 6.50).
IMPORTING AN IMAGE AS A TEXTURE 141
12. [Optional] Once you’ve finished modeling the building you can use the Place
Model tool to export the textured building to Google Earth and view your
model in context (Figure 6.51).
Here are few tips for getting the most out of Get Photo Textures:
• The Photo Textures dialog allows you to minimize the map window, thus maxi-
mizing the Street View window, so you can get textures of larger buildings.
• Get Photo Textures works regardless of whether you’ve imported a site from
Google Earth. You can type an address into the search bar at the bottom of the
dialog to search for and import Street View images from anywhere in the world and
bring those images into any SketchUp model.
• You can right-click any face in your model and grab a photo texture for that face
regardless of the size, scale, or shape of the face. SketchUp will create a clipping
mask in the Photo Textures dialog that mimics the outline of any irregularly
shaped faces.
Realism Redefined
Adding photos of real-world products and materials to your model can lend an aesthetic realism to your model
that may allow you to forgo the time-consuming process of creating additional photorealistic renderings with one
of the SketchUp rendering plug-ins or a third-party rendering application.
Figure 6.52 is an image of a SketchUp model I worked on for a developer where I textured just about everything
in the model—from the floors to the cabinets to the furniture to the coat rack—with various photos that we had
taken of the real materials and products that he wanted to use in the project. In addition to the ability to tour
through the 3D, textured model in real time, we were able to export dozens of images from the SketchUp model in
a matter of minutes without having to “render” the model in another application.
IMPORTING AN IMAGE AS A
M ATCHED PHOTO
It’s often said that a picture is worth a thousand words, in which case perhaps it would
be even more valuable to turn a picture into a 3D model. The concept of using com-
puters to convert 2D imagery into 3D models is technically referred to as photogam-
metry, and has been around since the mid-19th century. The applications for
modern-day photogammetry are fairly widespread. Truly automated photogammetry
is a complex process that often involves the use of advanced software and a ridiculous
amount of computing power.
Nowadays, slightly more hands-on programs like SketchUp and PhotoSynth provide
free and relatively easy-to-use tools for turning boring pictures into interactive 3D
experiences.
SketchUp’s photogrammetric tools are accessed via the image import option Use As
New Matched Photo. For most users, these tools generally serve two main functions:
• Creating a 3D model of a building or object from a photograph
• Aligning a 3D model to a photo of a background scene to establish the perspective
and alignment prior to exporting an image of the model for use in a composite
rendering
The next example illustrates the process of creating a 3D object (such as a building, piece
of furniture, etc). I cover the basic steps here; for some of the more involved steps, I’ve
listed some additional resources at the end of this section.
The sample files for this example can be copied from the companion DVD, or you can
download them from the Crate & Barrel Web site (www.crateandbarrel.com).
1. Choose File > Import. Choose the option All Supported Image Types from the
File Format drop-down menu, and choose Use As New Match Photo. Navigate
to the file Abbott_1.jpg and choose Import.
2. The Match Photo interface includes a number of adjustable widgets and options
that we’ll look at, but first let’s take a quick tour of the drawing window interface
and the photomatch dialog (Figures 6.53 and 6.54 on the next page).
NOTE It’s possible to import multiple images through the Match Photo process. For example,
you might have a second image that showed the opposite view of an object. In cases where
you plan to use multiple images, you will want to choose a position for the model origin that is com-
mon between the photos, such as either the bottom-left or bottom-right corner.
144 CHAPTER 6: IMPORTING IMAGES
Grid spacing
Done button
IMPORTING AN IMAGE AS A MATCHED PHOTO 145
3. Click and drag the yellow origin box to drag the model origin over to the bottom-
front corner of the console (Figure 6.55).
4. Click and drag the large “X” boxes to align the perspective bars to the perspective
references in the image (Figure 6.56). If needed, you can zoom in and out.
NOTE When
aligning the
perspective bars, it is
important to try to
align the bars to some-
thing level. Trying to
align to sloped ground
planes, roof lines, or
sloped ceilings won’t
work.
146 CHAPTER 6: IMPORTING IMAGES
5. Set the grid spacing in the Photo Match dialog. The spacing could be something
general, such as 24", or it could be something specific to the dimension of the
object that you’re trying to model. In this case, we know that the furniture piece is
60" tall, so we’ll use that.
NOTE Depending on the kind of image you’re working with, you may want to tinker with the
grid style and grid plane display modes. The goal is to choose a grid style that will help you to
determine the scale of the model you’re trying to build. The first button generally works well for inte-
rior images and the third button works well for exterior images.
6. Click and drag either of the axes (preferably the blue axis) to alter the grid scale
until the spacing of one 60" grid square lines up to the height of the object in the
image (Figure 6.57).
NOTE If you
accidentally/pre-
maturely exit the Match
Photo setup, you can
either right-click the
background image and
choose the option Edit
Match Photo, or you
can click the Edit icon
(looks like gears) in the
Match Photo dialog.
Another note: If you
inadvertently orbit the
model, the image will
7. Click Done to exit the Match Photo setup so that you can begin modeling.
disappear. You can click 8. Start by drawing the base of the console with the Rectangle tool (Figure 6.58). In
the scene tab at the cases where you don’t have a complete set of measurements, you can get an
top of the drawing win-
acceptable level of accuracy simply by referencing the image. In this case, you can
dow to return to the
Match Photo view and enter the exact Depth and Width dimensions for a more accurate model: type
restore the background 20,52 and press Enter.
image.
IMPORTING AN IMAGE AS A MATCHED PHOTO 147
9. Push/Pull the base up to the height of the console. Again, you can either approxi-
mate by referencing the image or enter the exact known height for the console:
type 62 and press Enter (Figure 6.59).
10. Click the button “Project textures from photo” to apply the Match Photo image of
the console to the box (Figure 6.60).
11. Since the model and the textures are dimensionally proportionate, you can
now use the image textures as a guide for fleshing out the rest of the details
(Figure 6.61).
Figure 6.61 Use the textures as a reference for modeling the details. Photo: Steven McDonald
IMPORTING AN IMAGE AS A MATCHED PHOTO 149
12. Click the scene tab and reproject textures if necessary. You can also use Texture
Position tools illustrated in previous sections of this chapter to fine-tune the tex-
tures (Figure 6.62).
NOTE Reprojecting the Match Photo image will overwrite the textures for the entire model.
You can select a specific face(s) before reprojecting the image in order to overwrite the texture
for a specific face.
Match Photo is a great tool for applying textures to multiple faces of a model at the
same time, but it’s better to use Match Photo option to figure out the size and shape of
the model. Since Match Photo textures are projected onto a face, you’ll often notice
that they look OK from the angle that the image was taken, but from other views, the
textures might look rather streaky (Figure 6.63 on the next page). After having used
Match Photo to figure out the geometry for the model, you can import images that
were taken from head-on angles using the option Use As Texture to replace the
streaky textures with better-looking ones. Additional views of the console are provided
with the sample files for this chapter, in case you want to give that a shot (Figure 6.64
on the next page). I uploaded a fully textured model (Figure 6.65 on the next page) to
the 3D Warehouse as a reference for you to download and mess around with. Search
for “Abbott 52" Media Console.”
150 CHAPTER 6: IMPORTING IMAGES
Additional Resources
There are a wide variety of applications for the image import option for Match Photo.
For more information, you may want to check these resources. (Unless otherwise
noted, all are available at www.go-2-school.com/Real-World-Google-SketchUp-7.)
• The SketchUp Show, Episode 23: “Remodel Your Garage”
• The SketchUp Show, Episode 27: “Photomatch for Components”
• The SketchUp Show, Episode 34: “Photomatch and Compositing”
• The SketchUp Show, Episode 47: “Using Photomatch to Design a Kitchen”
• School Series Google SketchUp Level 2 instructional DVD
www.go-2-school.com/products/view/6
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153
chapter
Seven
Mastering Materials
Chapter 6 covered the details of the options for importing images into
SketchUp. Just about every option and example outlined in Chapter 6 eventu-
ally led to some kind of tutorial for working with textures in SketchUp.
This chapter expands on the image importing options from Chapter 6 and
takes a look at the various options for creating and editing materials and tex-
tures using SketchUp’s Materials browser. We’ll also explore options for creat-
ing and organizing entire SketchUp material libraries.
As you’ll see in this chapter, there’s certainly no shortage of downloadable
images from the Internet that can be used straight out of the gate as SketchUp
materials. Just keep in mind that SketchUp is primarily a 3D computer-
modeling program, not an image editor. This chapter explores ways of turn-
ing just about any image into a SketchUp material, as well as the available
options for editing those images in SketchUp. However, the options for edit-
ing images in SketchUp are somewhat limited, so you’ll probably want to
keep Photoshop close by for those times when you need to do extensive
image editing work.
154 CHAPTER 7: MASTERING MATERIALS
Opacity slider
Temporary
Material palette
Figure 7.1a The Mac Materials Figure 7.1b The Mac Materials
browser window, Color Wheel tab. browser window, Color Sliders tab.
MATERIALS AND TEXTURES 155
List menu
Palette Options Color menu
menu
Opacity slider
Figure 7.1c The Mac Materials Figure 7.1d The Mac Materials
browser window, Image browser window, Color Picker tab.
Palettes tab.
Selection pane
Primary pane
Secondary pane
Figure 7.2b
The Edit tab controls
for the Windows
Materials browser
window.
Revert to Original Match Object Color
Match Screen Color
Opacity slider
CREATING AND MANAGING YOUR MATERIAL LIBRARIES 157
PC Options:
1. Choose “Open or create a collection” from the Details menu .
2. When prompted, navigate to the SketchUp 7 Materials directory,
My Computer\C:\Program Files\Google\Google SketchUp7, and then
choose the option Make New Folder.
158 CHAPTER 7: MASTERING MATERIALS
3. Give the new material library a name (e.g., Peachpit). By default, once the new
library is created, it will open in the primary pane (Figure 7.3).
Figure 7.3
Name the folder for
your new collection.
4. Click the Secondary Pane button and navigate to an existing library in the sec-
ondary pane from which you want to copy over a material (e.g., Wood; Figure 7.4).
5. Drag and drop the material from the existing library in the secondary pane to the
new library in the primary pane (Figure 7.5).
Figure 7.4
Navigate to an exist-
ing collection in the
secondary pane.
Figure 7.5
Drag and drop from
an existing collection
to the new collection.
CREATING AND MANAGING YOUR MATERIAL LIBRARIES 159
Mac Options:
1. From the Color Picker tab in the Materials dialog, choose New from the List menu
(Figure 7.6), give the new library a name (e.g., Peachpit), and then click OK.
Note: By default, the new library will automatically be saved as a folder in the
SketchUp 7 materials directory located under Macintosh HD/Library/Application
Support/Google SketchUp 7/SketchUp/Materials.
2. Click the little round button at the bottom of the Materials browser to pull down
the temporary palette.
3. Navigate to an existing library from which you want to copy over materials for
your new library.
4. Drag a material from any of the existing libraries to the temporary palette below
(Figure 7.7).
5. Navigate to the new material library, and then drag and drop the material up from
the temporary palette into the new library (Figure 7.8).
3. Download as many of the texture files as you wish directly into your SketchUp
model. You could potentially download their entire catalog.
4. Open the Materials browser and navigate to the In Model library , where
you’ll see all of the materials that were imported along with the files from the
3D Warehouse (Figure 7.10).
5. On a PC: Choose Save Collection As from the Details menu (Figure 7.11).
On a Mac: Choose Duplicate from the List drop-down menu (Figure 7.12).
Figure 7.11 PC: Create a new material library Figure 7.12 Mac: Create a
that contains the In Model materials. new material library that con-
tains the In Model materials.
To start, open a new file and click the Paint Bucket tool to launch the Materials
browser.
On a PC:
1. Click the Create Material icon and give the new color a name. NOTE When
setting a materi-
2. Choose a color from the color wheel or specify an exact color value using the al’s opacity, keep in
RGB, CMYK, HSB, or grayscale color sliders. mind that any material
with opacity equal to
3. Optional: Set the default opacity for the texture.
or less than 70% will
4. Click OK. allow light to pass
through. A material
with opacity greater
On a Mac: than 70% will cast a
shadow.
1. Click the Color Wheel to choose a color or click the Color Sliders tab to specify
an exact color value from the RGB, CMYK, HSB, or grayscale color sliders.
2. Click over to the Color Chooser tab and then drag the color from the Device
RGB pane down into the In Model library.
3. Optional: Right-click the texture and choose Edit.
4. Optional: Set the default opacity for the texture and then close the material.
Bonus Packs
SketchUp’s default material library includes a decent selection of both textures and col-
ors from which to choose. However, you can download a Bonus Material pack from the
SketchUp Web site that includes hundreds of additional materials to choose from: http://
sketchup.google.com/download/bonuspacks6.html.
The trick with the Bonus Material pack is that it was created for SketchUp version 6, so,
by default, the installer file for the Bonus Material pack will add the bonus materials to
your SketchUp 6 Materials folder. If you’ve only ever installed SketchUp 7, the installer
will create a new SketchUp 6 Materials directory in which to place the SKM files. After
installing the bonus pack, you can copy the SKM files to your SketchUp 7 Materials folder
(see earlier in this section for the Materials folder locations).
164 CHAPTER 7: MASTERING MATERIALS
Figure 7.13
Download Streaky
Sketchy Kitchen from
the 3D Warehouse
and open the file in
SketchUp.
CREATING NEW MATERIALS 165
4. Paint the sides of the cabinets with the sampled color (Figure 7.14).
Figure 7.14
Replace the streaky
textures with the
sampled color.
Filter Forge is another Photoshop plug-in useful for creating seamless, tileable images.
In addition to being able to download a free trial version of the plug-in from the Filter
Forge Web site (www.filterforge.com), you can also search for and download thou-
sands of free tileable images created by other Filter Forge users.
The following example illustrates a process of creating SketchUp textures using
images from the Web that are already set up to tile seamlessly.
1. From the Filters section of the Filter Forge Web site (www.filterforge.com/filters),
search for Slate Flooring.
2. Click the Slate Flooring texture by Crapadilla to get to the texture preview page.
3. Right-click the image preview and choose Save Image As from the context menu
(Figure 7.15). Then save the image as Dark Gray Slate.jpg to a folder on your
computer’s hard drive.
Figure 7.15
Filterforge.com is a
great Web site for
downloading seam-
lessly tileable images
for use in SketchUp.
On a PC:
4. Click the Create Material button and give the new texture a name (e.g.,
Horiz_Slate).
5. Toggle on the Use Texture Image option and then click the “Browse for Material
Image File” icon .
CREATING NEW MATERIALS 167
6. Navigate to the location where the image file Dark Gray Slate.jpg has been saved,
click the image file, and choose Open.
7. Optional: Set the default opacity for the texture.
8. Click OK.
On a Mac:
4. Choose New Texture from the Color drop-down menu (Figure 7.16).
5. When prompted, choose the image file Dark Gray Slate.jpg.
6. When prompted, give the texture a name (such as Dark Gray Slate) and a default
size (in this case, 4' × 4') and click OK (Figure 7.17).
The material is now located in the In Model library, where you can either use the
material in a project, add it to an existing library (e.g., Stone), or create a new material
library for it.
To reiterate, I’ll typically use the preceding process to create materials for a particular
library. When I want to create a material for a project, I’ll use the “Import as texture”
option discussed in Chapter 6.
168 CHAPTER 7: MASTERING MATERIALS
New materials are automatically added to the In Model library, so before editing those
you might want to either duplicate the material or drag a copy of it into an existing
library so that you have a version of the material to fall back on if you change your
mind about the edits. NOTE If you
To get into Edit Material mode, you can do any of the following: accidentally
click another material
• Double-click a material in the In Model library. while you’re in Edit
Material mode, you will
• Right-click a material in the In Model library and choose Edit from the context
inherit the color/tex-
menu. ture and scale proper-
• PC Option: Select the material and then click the Edit tab. ties. If that happens,
just close the material
• Mac Option: Select the material and then choose Edit from the Color menu. and click Undo.
2. In Google Earth, press the keyboard shortcut R to reset the view so that North is
pointing up and the tilt is reset to be looking straight down.
3. From the View menu, turn off the Navigation toolbar and turn off the status bar.
NOTE Keep the 4. Clear the search results pane to remove any place marks that might be obstructing
Terrain layer the view, and turn off any unnecessary Google Earth layers such as the 3D build-
turned on so that ings layer, Geographic Web, etc. that may be cluttering the view of the satellite
SketchUp can import
image (Figure 7.18).
the satellite image
in 3D. 5. Save the Google Earth view as an image file using the option File > Save > Save
Image. With Google Earth Free, the maximum allowable resolution is based on
your screen resolution; in Google Earth Pro, you can save an image up to a maxi-
mum image resolution of 4800 pixels wide.
EDITING SKETCHUP MATERIALS 171
6. Save the Color version of the Satellite image to your desktop or pictures folder
and give it an easily recognizable name—for example, Dodger Stadium Sat Image.
jpg.
7. Start a new file in SketchUp and import the site location from Google Earth using
the Get Current View tool located in the Google toolbar (View > Toolbars >
Google).
3. Take the Tape Measure tool and measure the actual width of the satellite image
that was imported from Google Earth. Make sure you are measuring the flat, 2D
version of the image that is on the Google Earth Snaps layer, not the 3D version
on the Google Earth Terrain layer (Figure 7.20).
4. Highlight the dimension in the Measurements dialog and copy the value using
Ctrl+C (PC) or Cmd+C (Mac).
5. Open the material library (Windows > Materials) and navigate to the In Model
library.
6. Select the material for the black-and-white satellite image imported from Google
Earth.
PC: After selecting the material, click the Edit tab (Figure 7.21).
Mac: Right-click the material and choose Edit from the context menu
(Figure 7.22).
7. Unlock the aspect ratio by clicking the chain-link icon, paste the width dimension
into the space with the horizontal arrows, and then press Enter.
The material will stretch horizontally, which is to be expected, so don’t freak out
(Figure 7.23 on the next page).
174 CHAPTER 7: MASTERING MATERIALS
8. PC: Click back over into the Select tab to save the changes.
Mac: Click the Close button in the material editor to save the changes.
9. Measure the height of the Google Earth image in the model with the Tape
Measure tool.
10. Repeat steps 4–8, but this time, when you get to Step 7, enter the dimension into
the field with the vertical arrows (Figure 7.24).
This time the texture will grow vertically and the surface will look like a big gray
square.
Figure 7.25 PC: Click the Load Figure 7.26 Mac: Choose Load from
Texture icon. the Texture drop-down menu.
3. Choose the Dodger Stadium Sat Image.jpg file from the location you saved it to.
4. Mac users only: Click Close to save the changes.
176 CHAPTER 7: MASTERING MATERIALS
Positioning Textures
The image texture has been properly sized, and you’ve swapped out the black-and-
white image for the color version—but as a result of all that, the position of the texture
has been thrown a bit out of whack. This section details the process of getting the
image back in line with the geometry.
1. Right-click the satellite image and choose Edit Group.
2. Right-click the image again and choose Texture > Reset Position.
3. Right-click the image again and choose Texture > Position.
4. Use the Fixed Pin mode to align the texture to the corners of the surface. You can
position the pins in the order of the color wheel—Red, Green, Blue, and then
Yellow (Figure 7.27).
5. Right-click the image and choose Done to exit the Position Texture mode.
6. Right-click the texture and choose Projected.
7. Take the Select tool (V) and press Esc to close the group containing the 2D
version of the satellite image.
EDITING SKETCHUP MATERIALS 177
NOTE If the Terrain layer is turned on in Google Earth, there are actually two different objects
imported onto two different layers when you use the Get Current View command to import sat-
ellite imagery from Google Earth into SketchUp: a flat 2D version of the terrain that is located on the
Google Earth Snaps layer, and a 3D version containing the topographic data from Google Earth that is
located on the Google Earth Terrain layer. The Toggle Terrain tool essentially toggles the visibility of one
layer or the other. Theoretically, you could turn on both layers simultaneously via the Layers window.
3. Right-click the 3D terrain and choose Unlock from the context menu.
4. Right-click again and choose Edit Group.
5. From the Edit menu, turn off Hidden Geometry.
6. Paint the projected texture onto the 3D terrain with the Paint Bucket tool .
178 CHAPTER 7: MASTERING MATERIALS
Figure 7.29
The completed 3D
terrain with a colored
satellite image.
© 2009 Google
Additional Resources
For more information about some of the Materials browser options discussed in
this chapter, check out Episode 53 of The SketchUp Show, “Import Satellite Imagery
and Terrain from Google Earth in Color!” online at www.go-2-school.com/
Real-World-Google-SketchUp-7.
There’s also a recording available at the same URL of Q&A Webinar that I hosted on
May 5, 2009, during which I discussed, in a fair amount of detail, the various tools
and options for the Mac Materials browser.
In addition to downloading images and materials from the Google 3D Warehouse and
sites like Filter Forge, you might also want to check out the expansive library of mate-
rials available from the Form Fonts Web site (www.formfonts.com).
179
chapter
Eight
Mastering Components
Figure 8.1
Draw a box that mea-
sures 36" wide by 14"
deep by 52" tall.
Figure 8.2
The Create
Component dialog.
182 CHAPTER 8: MASTERING COMPONENTS
A B
C D
184 CHAPTER 8: MASTERING COMPONENTS
Figure 8.4
You can change the
axes location of a
component while
in Edit Component
mode.
Figure 8.5
Set the component
axes for the bookcase
at the back-right
corner.
186 CHAPTER 8: MASTERING COMPONENTS
Figure 8.6
Set a Horizontal
gluing plane for the
bookcase.
copies, and all the other copies will automatically follow suit. These same rules apply
when creating nested components.
For example, our bookcase component would likely be modeled such that the shelves
are all the same size. An option in this case would be to create one shelf component
and then copy it. That way, if you ever need to change the depth or thickness of the
shelves, you would only have to edit one of the shelves.
1. Take the Select tool (V) and double-click the bookcase component to go into
Edit Component mode.
2. Take the Offset tool (O) and offset the edges of the front face of the bookcase
2 inches (Figure 8.7).
3. Push/Pull (Q) the front face through to the backside of the bookcase to cut a
hole through it.
4. Take the Select tool (V) and triple-click the frame of the bookcase to select all
the faces and edges.
5. Right-click the frame and choose Make Group from the context menu.
(Figure 8.8).
6. Draw a rectangle down near the bottom of the frame, and then pull the
rectangle up to create a 2-inch thick shelf.
CREATING BASIC COMPONENTS 189
7. Take the Select tool (V) and triple-click the shelf. Then right-click the shelf and
choose Make Component. Name the component Shelf, and then click Create
(Figure 8.9).
8. Take the Move tool (M) and press the Option key (Mac) or Ctrl key (PC) and
move a copy of the shelf component up to the top of the frame.
9. Type 4 and press Enter to create five evenly spaced shelves. Then Erase (E) the
first and last shelf (Figure 8.10 on the next page).
190 CHAPTER 8: MASTERING COMPONENTS
10. Take the Select tool (V) and press Esc to close the component.
NOTE With nested components it’s important to get used to making sure you’re in Edit Com-
ponent mode within the correct nested component before trying to make changes to it. Simi-
larly, remember to close the nested components when you’re done editing them. The Outliner
(Window > Outliner) can be a helpful tool for visualizing and keeping track of nested components.
If you wanted to take this bookshelf to the point where all the parts and pieces were
componentized, you could model the left and right sides of the bookshelf as nested
components that were flipped along the red axis so that they mirrored each other—
again creating a scenario whereby modifying one side of the bookcase would automati-
cally result in the opposite side of the bookcase changing in a symmetrical fashion.
An optional, yet highly effective process for creating 2D Face-me components with
accurate outlines and shadows begins in Photoshop. If you use Adobe Creative Suite
regularly, you should check out The SketchUp Show, Episode 19: “Creating Face-Me
Components,” included on the companion DVD and online at www.go-2-school.
com/Real-World-Google-Google-SketchUp-7. The video illustrates the process of
taking an image from Photoshop to Illustrator to CAD to SketchUp—and might shed
light on some useful workflows for other stuff you’re working on.
For this next example, start by importing the results of the aforementioned process
(a cropped PNG image of a palm tree with a transparent background and a DWG out-
line of the tree). The sample files for this example can be copied from the Chapter 8
Example Files folder on the companion DVD, and the images are also available for
download from the Real World Google SketchUp 7 Sample Files Picasa album at
http://picasaweb.google.com/tadrosio/RealWorldGoogleSketchUp7SampleFiles.
1. Import the file PALM_TREE_OUTLINE.dwg into SketchUp.
Warning: This example assumes you’re using the Real World SketchUp 7 template
(see Chapter 2) or any other template that starts out with an empty drawing (such
as the Beginning Training Template Inches). If you’re using a template where new
files open with a dude standing in the middle of the screen, delete the dude first
before executing this next step.
2. Fill in the face by tracing an edge with the Pencil tool (L) (Figure 8.11).
Note: If you were working on a tree with an outline that had a ton of little leaves
or whatever, you could use the Make Faces Ruby script instead (see Chapter 3).
3. Right-click the face and choose Reverse Faces from the context menu. Remember
that it’s always better to apply textures to the white side of a face to avoid issues
with the textures being misread when exported to other modeling and rendering
applications.
4. Scale the tree to a real-world height (such as 40 feet) using the Tape Measure tool
(D) .
5. Import the image file PALM_TREE.png. Apply the PNG directly onto the face
as an image texture and position it so that it fits within the outline (Figure 8.12).
If needed, refer to Chapter 6, “Importing Images” for more information about
this step.
6. Rotate the entire tree using the Rotate tool (R) so it’s standing upright.
Tip: Click and drag along the bottom of the tree to set the rotation axis first
(Figure 8.13) then click a second time to start rotating the tree up, then click a
third time to rotate the tree 90 degrees.
7. Double-click the face with the Select tool (V) to select the face and all of the
edges. Then press and hold the Shift key while single-clicking the face again to
deselect the face.
8. Choose Edit > Hide to hide the edges of the outline around the tree.
9. Double-click the face of the tree again to select the face and all the hidden edges.
CREATING FACEME COMPONENTS 193
13. Choose the gluing option for None, check the boxes for Always Face Camera,
Shadows Face Sun, and Replace Selection with Component (Figure 8.15). Then
click Create.
Figure 8.15
Create the palm tree
Face-me component.
Now the tree is all set up to face the camera from any angle.
Note: If for some reason you didn’t want your tree component to face the camera any-
more, you could disable the Always Face Camera feature via the Component browser
dialog.
Go to the In Model library of the Component browser and select the tree component.
Then choose the Edit tab and uncheck the Always Face Camera option.
As a reference, you can download my version of this palm tree component from the
Google 3D Warehouse (search for “40 foot palm tree author:blue marble project”) and
use it to troubleshoot any issues you may have run into while following along with
this section.
dialog boxes for your components that you can use to easily edit attributes, such as the
component size or material, by choosing from options or entering values into the dia-
Component Attributes
log. These features can save a ton of time editing complex components that typically Component Options
contain many nested groups and components such as doors, windows, and cabinets. Interact Tool
In this section, I’ll break down the basics of dynamic components and show you
some of the ways you can take advantage of this powerful feature set. First, you’ll need
to bring up the Dynamic Component toolbar under View > Toolbars > Dynamic
Figure 8.16
Components. Figure 8.16 highlights each of the tools in the toolbar, two of which
The Dynamic
(Options and Attributes) can also be accessed via the right-click context menu > Component toolbar.
Dynamic Components.
1. Draw a 2-foot cube. Start drawing from the origin of the model out toward the
solid Red and Green axes directions (Figure 8.17).
2. Make the cube a component. Call it Door and make sure the option “Replace
selection with component” is checked before clicking the Create button
(Figure 8.18).
NOTE In the
top-right corner
you’ll see the Toggle
Formula View button.
You may find it easier
to work with that but-
ton turned on as we go
through rest of the
section on creating
dynamic components.
CREATING DYNAMIC COMPONENTS 197
3. Add the Rotation attributes and enter the values RotX =0, RotY =0, RotZ =0.
Now try to move, rotate, or scale the box. You’ll see that it keeps going back to the
0, 0, 0 model origin—and keeps the same position and size you have set in the
Attributes dialog no matter what you do to it.
For an object such as this door, you would most likely keep the Position and
Rotation attributes unlocked so that you’d be able to move the door around in the
model and place it within any doorway.
4. Go back and delete the contents of the Rotation attribute cells to set those back to
their relative (grayed out) values.
8. Delete the SLIDE attribute by clicking the minus symbol that appears next to the
attribute name when it’s highlighted. When SketchUp asks if you’re sure, click Yes.
9. Change the RotZ attribute to =SWING.
10. Click the door with the Interact tool to see it swing open, and then click it again
to see it swing shut.
CREATING DYNAMIC COMPONENTS 199
Comma-delimited strings, such as the animate function above, can contain multiple
states. For example, you could add a third rotation value to the onClick formula so
that it reads, =ANIMATE(SWING,0,90,180). Then click the door with the Interact tool to
see it animate through all three stages.
You can right-click the door and choose the context-menu option Flip Along to flip-
flop the door along the Red or Green axis to get the door swing to go in whichever
direction you prefer.
3. Enter a Display Label as you would like it to appear in the Options dialog—for
example, Door Width.
4. Add list options for the door width.
The List Option will be the visible name in the list and should be typed out as you
want it to appear—for example, 2'-4", or 3'-0". You can add as many of these
options as you think are appropriate.
200 CHAPTER 8: MASTERING COMPONENTS
The List Value is the number that affects the values and formulas in the
Component Attribute fields and should be typed out numerically—for example, a
2'-6" list option would translate into a list value of 30.
5. Click Apply to exit the Attribute Details dialog.
6. Open the Component Options dialog , choose a door width from the available
options, and then click Apply to see those changes reflected in the model
(Figure 8.22).
Another type of user-defined attribute you can create allows users to enter a value
for the attribute via a text box in the Options dialog. This option is especially use-
ful for the kind of components that can be sized to just about any dimension.
Rather than having to create some big long list of values for users to choose from,
you can just leave it up to the user to decide which value to enter into the text box.
7. For the LenZ size attribute, click the Details tab .
8. In the Details pane, set the Units option to Default: Inches and select the Display
rule “Users can edit as a text box.”
9. Enter a Display Label as you would like it to appear in the Options dialog, such as
Door Height, choose Inches from the Display In option, and then click Apply
(Figure 8.23).
Figure 8.22 To change the width of Figure 8.23 User-defined LenZ attri-
the door, choose a new door width bute details for the door component.
from the Options dialog and click
Apply.
CREATING DYNAMIC COMPONENTS 201
10. Set up two more custom, user-defined attributes that you’ll need for the next part
of this example:
• Name: FrameThickness; Value: =6. Edit details > Units: Default: Text; Display
rule: “User can edit as a text box”; Display label: Frame Thickness; Display
In: Inches.
• Name: KickHeight; Value: =10. Edit details > Units: Default: Text; Display
rule: “User can edit as a text box”; Display label: Door Kick Height; Display
In: Inches.
NOTE The syn- 5. At this point, go ahead and fill out the attribute values for the DoorSwing compo-
tax for referenc- nent as shown in Figure 8.24. You’ll notice that many of the attribute values refer-
ing another attribute is ence those created for the parent component—for example, the LenX value for the
to include the name of
DoorSwing component, =Door!LenX.
the component you are
referencing followed by 6. Remove the onClick and SWING attributes from the parent door component (by
an exclamation mark, clicking the Delete button that appears next to the attribute name when the attri-
followed by the name bute is highlighted), and then add those attributes to the nested DoorSwing com-
of the attribute you are
ponent instead (Figure 8.24).
referencing. The quick-
est way to reference an
Figure 8.24 The attributes for
attribute is to click it
the DoorSwing component are
while the other attri-
set up to reference the values for
bute cell is still active.
the door component attributes.
Now the door can be positioned/rotated anywhere in the model and still swing
open and shut using the Interact tool. Before you test all that, however, let’s keep
going with the rest of this section, which illustrates the process of turning our
basic slab door into one that’s got a bit more style.
7. Double-click the Door Swing component with the Select tool to go into Edit
Component mode. Then triple-click the door again to select all of the edges and
faces.
8. Right-click the door and choose Make Component. This time give it the name
Left and choose Create.
NOTE Keep in
mind that now 9. Close the DoorSwing component so that you can see the attributes for both the
the Position and Size Left component and the DoorSwing component.
attributes for any
nested components 10. Enter the following values for the Position and Size attributes for the Left compo-
will be relative to the nent (see Figure 8.25):
parent component Position Attributes: PosX: =0; PosY: =0; PosZ: =0
axes. In this case, the
parent component is Size Attributes: LenX: =DoorSwing!FrameThickness; LenY: =DoorSwing!LenY;
DoorSwing. LenZ: =DoorSwing!LenZ
CREATING DYNAMIC COMPONENTS 203
Figure 8.25
Left component
attributes.
11. Edit the DoorSwing component and draw a new box. The box can be any size for
now, as we’ll set the dimensions using attributes in just a minute.
12. Select the box and make it a component named Right.
13. Close the DoorSwing component and enter the following values for the Position
and Size attributes of the Right part of the door (Figure 8.26):
Position Attributes: PosX: =0; PosY: =DoorSwing!LenX-
DoorSwing!FrameThickness; PosZ: =0
Figure 8.26
Attributes of the
component Right.
14. Edit the DoorSwing component and make a new box component called Top.
15. Close the DoorSwing component and enter the following values for the Position
and Size attributes of the Top part of the door (Figure 8.27 on the next page).
Position Attributes: PosX: =DoorSwing!FrameThickness; PosY: =0; PosZ:
=DoorSwing!LenZ-DoorSwing!FrameThickness
Figure 8.27
Attributes of the
component Top.
16. Edit the DoorSwing component and make a new box component called Bottom.
17. Close the DoorSwing component and enter the following values for the Position
and Size attributes of the Bottom part of the door (see Figure 8.28):
Position Attributes: PosX: =DoorSwing!FrameThickness; PosY: =0; PosZ: =0
Size Attributes: LenX: =DoorSwing!LenX-(DoorSwing!FrameThickness*2); LenY:
=DoorSwing!LenY; LenZ: =DoorSwing!KickHeight
Figure 8.28
Bottom compo-
nent attributes.
18. Edit the DoorSwing component and make a new box component called Center.
19. Close the DoorSwing component and enter the following values for the Position
and Size attributes of the Center part of the door (see Figure 8.29):
Position Attributes: PosX: =DoorSwing!FrameThickness; PosY: =0.5; PosZ:
=DoorSwing!KickHeight
Figure 8.29
Center compo-
nent attributes.
CREATING DYNAMIC COMPONENTS 205
20. Edit the DoorSwing component and make a new box component called Mullion.
21. Close the DoorSwing component and enter the following values for the Position
and Size attributes of the Mullion part of the door (see Figure 8.30):
Position Attributes: PosX: =DoorSwing!FrameThickness; PosY: =0; PosZ:
=DoorSwing!KickHeight
Figure 8.30
Mullion compo-
nent attributes.
3. Add the Hidden attribute to the mullions component. Enter the value
=Door!Mullions.
SketchUp will interpret the Hidden attribute as true or false, determined by numeric
values, with 1 being true and 0 being false. If the user chooses the parent door compo-
nent option for no mullions, the value would equal 1, which means the Hidden attri-
bute for the Mullions component would also equal 1, which in turn means that
SketchUp will interpret the Hidden attribute as true. Therefore, choosing No
Mullions means the mullions will be hidden.
4. Add a Copies attribute to the mullion component and enter the value
=DoorSwing!MullionSpacing-1 (Figure 8.32).
Figure 8.32
The Copies attribute for
the Mullion component.
CREATING DYNAMIC COMPONENTS 207
The total number of mullions will equal the number of mullion “copies” plus the
original mullion. In this formula, we’re subtracting one copy from the total so that
the total number of mullions matches whatever number is input in the Options
dialog.
5. Enter the PosZ value for the mullion component:
=DoorSwing!KickHeight+(((DoorSwing!LenZ-DoorSwing!FrameThickness-
DoorSwing!KickHeight)/(Copies+2))*(Copy+1)) (Figure 8.32).
For the formula in Step 4, the term Copies refers to the value of the Copies attribute
that was added in Step 3. The term Copy refers to the specific copy number of the cop-
ied mullions. For example, the first copied mullion knows that it is Copy number 1,
so, for that particular copy, the value 1 is substituted in the formula above. For Copy
number 2, the formula would yield a different result, since the value for Copy would
equal 2, and so on.
You can now open the Component Options dialog and determine the number of mul-
lions you want to include for your door (Figure 8.33), or you can decide not to have
any mullions at all and use the Hidden attribute option to turn off the mullions
entirely. Notice too, that if you change the height of the door, the mullions will auto-
matically adjust so that they remain evenly spaced. The same goes for the options to
edit the thickness of the door frame and the kick height.
Next we’ll set up a dynamic attribute that will allow us to choose a material for the
Center part of the door via a drop-down menu option in the DC Configurator. But
first we need to create the materials that we’ll make available as choices for this door.
1. Select Window > Materials to open the Material browser.
2. Create a new material named Translucent_Glass_Gray. Give it a color value of
R=221, G=224, B=228, and an Opacity value of 70 (Figure 8.35).
3. Create another new material named Clear_Glass. Give it a color value of R=221,
G=224, B=228, and an Opacity value of 5.
Note that the Material attribute refers to the actual material name of the textures
in the In Model material library. If you decide to use materials other than those
described here, make sure that the exact names for the materials you use are
entered in the list options.
6. Go to the Component Options dialog , choose a new material from the drop-
down list, and click Apply to change the material for the center panel of the door.
NOTE The material inherits its scale from the properties in the Material library and will stretch
based on the size of the component. In some cases, you may want to consider doing a little
pre-planning so that the textures don’t get too stretched out in the model. For example, if your
component is going to range from 4 feet wide to 8 feet wide, set the texture width for a middle value
of 6 feet. That way the texture will only vary a maximum of 2 feet in either scale direction.
A common issue encountered with Dynamic Material attributes is the fact that the
materials have to exist in the In Model material library in order for them to be applied
dynamically. The danger with that is that if you purge the model of unused materials,
you’ll end up losing any materials other than the one currently applied to the compo-
nent. Here is one method you can employ to keep that from happening:
1. Create tiny (1/16" by 1/16") rectangular swatches for each of the materials listed in
the Dynamic Material attribute list.
2. Group each of the swatches separately.
3. Place the swatches within the parent component, near the parent component axes.
4. Hide the swatches.
CREATING DYNAMIC COMPONENTS 211
The dynamic Picket Fence component (search the 3D Warehouse for “Fence
is:dynamic author:google”) showcases a cool use of the Scale tool. The Size attributes
for the parent component are left as relative values so that you can control the overall
dimensions of the fence using the Scale tool.
If you look at the Position attributes and Copy attributes for the nested picket compo-
nents, they still reference the relative values of the parent component size attributes.
The LenX and LenY size attributes for the nested picket components are fi xed, which
is why the pickets won’t distort their shape when the entire fence is scaled.
The dynamic Framing components (search the 3D Warehouse for “Framing
is:dynamic author:google”) are also good examples of ways in which the Scale tool can
be used. For example, the framing wall component is set up so that when you scale the
wall lengthwise, the 2 × 4s will remain the correct size, and copies of the 2 × 4s will
be added or removed to compensate for the overall change in the size of the wall.
212 CHAPTER 8: MASTERING COMPONENTS
The ItemCode attribute cell is a space you can use to input the product SKU code or
order number code.
Take a minute now to type in some information about the dynamic door component
we’ve been working on, and then see how that information is displayed in the DC
Configurator.
The Component Info attributes can be especially useful for generating dynamic com-
ponent reports from SketchUp, as you’ll see in the next section.
After it’s all said and done, Figure 8.39 shows what your door might look like, along-
side its customized Component Options dialog.
CREATING DYNAMIC COMPONENTS 213
As a reference, you can download my version of this dynamic door component NOTE In order
from the Google 3D Warehouse (search for “Modern Door Dynamic Component for a dynamic
author:blue marble project”) and use it to troubleshoot any issues you may have run component to retain its
attributes, it has to be
into while following along with this section.
imported directly into
a project. If you down-
load it to your hard
Generating Reports drive and then open it,
The Pro version of SketchUp 7 includes an export option located under File > Generate the Dynamic Compo-
Report. The Reporting tool allows you to export the data attributes for a preselected set nent features will not
work.
of dynamic components, or for all of the dynamic components in the entire project. The
reports are exported in either XLS or CSV format, and, once exported, the files can be
opened in Microsoft Excel, Mac Numbers, or Google Spreadsheets, and then formatted
for whatever purposes the information may be relevant.
While this isn’t exactly the most direct way to get project schedules, cut lists, or a bill
of materials (BOM) together for a SketchUp project, it’s certainly in the ballpark.
I suggest playing around a bit with this export feature as it may well influence the way
that you end up formatting your dynamic component attributes.
214 CHAPTER 8: MASTERING COMPONENTS
Additional Resources
One of the best ways to learn how to create your own dynamic components is to
import existing dynamic components from the 3D Warehouse, and then deconstruct
them. You can use the information in this chapter to help guide you through the pro-
cess of learning to read how other components have been created—and then move on
to trying to write your own.
At Blue Marble Project (www.bluemarbleproject.com) we’ve created thousands of
dynamic components for building product manufacturers and retailers. You can check
out some of the stuff we’ve done by searching the warehouse for our Blue Marble
Project Products collection. Google has also uploaded a wide variety of Dynamic
Component models to the 3D Warehouse. A search for “is:dynamic author:google”
will retrieve dozens of cool and functional models.
Select Instances
Select Instances is an option that appears when you right-click a component from the
In Model component library (assuming that a selectable instance of the component
exists and is visible in the model). It’s excellent for quickly selecting all of the instances
of the component that appear in the model.
Keep in mind, however, that only visible components will be selected. Instances of the
component that are hidden, or instances on invisible layers, will not be selected.
Make Unique
Generally speaking, any time you edit a component, the changes are reflected in all
other instances of that component.
However, the Make Unique option (located in the context menu when you right-click
a component in the drawing window) allows you to turn any component instance into
a unique component that can be edited separately.
You can also use Make Unique to create a unique subset of components. Say, for
example, you had a bunch of instances of the same chair component set up around a
ADVANCED COMPONENT USES 215
table, and all of the chairs had armrests (Figure 8.40). You could select all of the
chairs from which you wanted to delete the armrests, and then right-click and choose
Make Unique (Figure 8.41). You could then edit any one of the unique components
and delete the armrests (Figure 8.42 on the next page). The original chair compo-
nents would retain their armrests (Figure 8.43 on the next page).
Upload Component
The Upload Component feature (located in the context menu when you right-click a
component in the drawing window) allows you to upload a component object directly
to the 3D Warehouse, assuming that you are logged in to the 3D Warehouse with your
Google ID. This option works with basic as well as dynamic components.
219
chapter
Nine
Mastering Scenes
Scenes allow you to capture the current state of a model by saving the proper-
ties that determine the view of the model and the way it’s rendered. This
chapter explores the fundamental concepts for creating basic scenes as well as
advanced uses of scenes within the context of professional workflows.
Creating a scene can be thought of as simply taking a picture of your
SketchUp model that you can keep coming back to again and again. Scenes
can also be used as the building blocks for creating different kinds of ani-
mated presentations, and they can be used to help manage large files.
The functions for adding, deleting, arranging, and otherwise managing scenes
are contained in the Scenes dialog, which can be found under Window >
Scenes (Figure 9.1).
Scene list
Include in Animation
check box
Scene name
Scene description
Properties
check box list
CREATING A SCENE
1. Copy the sample file Mastering_Scenes.skp from the Chapter 9 folder on the com-
panion DVD or download the sample file Chapter 9: Mastering Scenes from the
3D Warehouse. Then open the file in SketchUp.
2. Use the Navigation tools to create a view similar to that shown in Figure 9.2 and
then click the Add button in the Scenes dialog to add the first scene.
NOTE Since
we’re on the
subject of scenes, if
you download a file
from the 3D Ware-
house that contains
scenes you want to
view, save the file to
your hard drive and
then open it in
SketchUp. If you
When creating a scene, you have the option to give the scene a name and descrip-
import the file directly
tion. By default, scenes are given the generic name Scene #, where the # is equal
into a model, it’ll come
in as components and to the total number of scenes in the model. In this case, the first scene is called
you won’t be able to Scene 1. To change the name, you can highlight the text in the Name field and
see the scenes. enter a new name.
3. Type in the name Back Porch and press Enter.
You also have the option to save any or all of the following model properties. By
default, all of the settings are initially checked on, which is fine for this first scene of the
Back Porch. Here’s a quick rundown of the general purpose for each of the settings:
• Camera Location: Saving a scene in SketchUp preserves the camera position,
direction, zoom, and field of view so that you can quickly and easily get back to
that one perfect view of your project or have a consistent way to render/print the
same view of a project over time as the design changes.
CREATING A SCENE 221
You can use multiple scenes to record different camera positions. If you have at
least two scenes with different camera positions, SketchUp will automatically
animate the change in view from one camera to the next as you toggle back and
forth between the two scenes. This functionality is the foundation for being able
to create fly-through animations.
• Hidden Geometry: Scenes are capable of remembering which, if any, entities, NOTE I mention
groups, or components are hidden at the time the scene is saved. hidden geome-
try here in the list
Once a scene (or scenes) has been established, any new geometry created in the because it’s an option.
model will automatically appear in all of the existing scenes. While hiding stuff in
your model can some-
• Visible Layers: Scenes will remember which layers you have turned on or off at
times be a nice feature,
the time the scene is saved. For example, if you had a simple model of a house,
when it comes to
with the roof on a layer, you could turn off the roof layer and create a scene that scenes it’s probably
remembers to hide the roof anytime you want to see through to the interior of the more efficient and less
building. confusing to control
the visibility of objects
When you add a new layer to a model with existing scenes, the new layer, by
in the model using lay-
default, will be visible in any of the existing scenes. ers instead of the Hide
function.
NOTE The Ruby script Add Hidden Layer (add_hidden_layer.rb) is available for download from
the Ruby Library Depot (www.crai.archi.fr/rubylibrarydepot/ruby/en_sel_page.htm). Once
installed, the command is available from the Plugins menu and can be used to create a new layer that
will be turned off in all of the existing scenes in your model. Then you just have to go and update the
scenes in which you actually want the layer to be visible.
• Active Section Planes: Scenes will remember the active section plane and sec-
tion plane visibility settings. Saving section cut scenes in your model can be an
effective method for creating perspective section views of building interiors, com-
municating building details, and exporting section drawings to CAD.
You can save multiple scenes with different section settings. If you have at least
two scenes with different section settings, SketchUp will animate the difference
between the sections. This feature is commonly used to create the illusion of hav-
ing your model, or a part of your model, build into a scene.
The section plane settings are located in the Edit > Modeling Settings pane of the
Styles palette. If you alter a scene by changing the section plane settings, you will
likely also need to update the current style or create a new style in order to effec-
tively save the section settings in your scene. We’ll take a look at some of the sec-
tion plane options later in this chapter.
222 CHAPTER 9: MASTERING SCENES
• Style and Fog: Scenes can remember the current settings chosen in the Styles
dialog, such as face styles, edge effects, watermarks, section settings, etc.
Remember that styles have to be updated when a change is made in order to save
the changes. As you’ll see later in this chapter, scenes with particular style settings
can help you work more efficiently with large files. Having scenes saved with dif-
ferent style settings can also be a fun way to illustrate a model with different ren-
dering qualities.
In Chapter 1, I pointed out a preference in the General tab, “Warn of style change
when creating scenes.” If that preference is turned on, when you create a new scene
(or update an existing one), SketchUp will alert you if there are style changes that
haven’t been updated or saved. A dialog will ask whether you want to:
• Save the changes as a new style (which is usually the safest option because
SketchUp will save the current style settings as a new style without disrupting
any of the style settings that may have been saved in other scenes).
• Update the current style (which may affect other scenes in which the current
style was applied).
• Do nothing to save the changes (in which case SketchUp will revert to the
style settings that were current when the original scene was saved).
• Shadow Settings: Scenes will record the shadow settings (including time, date,
brightness, darkness, etc.).
You can save multiple scenes with different shadow settings. If you have at least
two scenes with different shadow settings, SketchUp will animate the difference
between the shadows. You can use this feature to create specific scenes for sun/
shade analysis and watch as the sun tracks across the site.
• Axes Location: Scenes will remember the position and orientation of the global
model axes. Component axes are a different story though; scenes won’t remember
their positions. You can use the Axes setting to quickly toggle back and forth
between different axes orientations. Since SketchUp’s drawing tools work more
effectively when you’re able to work parallel to the model axes, it can be especially
useful to create scenes with different axes locations when you find yourself work-
ing on projects that have buildings or structures in your model at various angles
relative to each other.
SET TING UP A CAMERA FLYTHROUGH 223
2. You’ve already seen the option for creating a scene using the Add Scene button in
the Scene window. You can also add a new scene by right-clicking the Back Porch
scene tab at the top of the screen and choosing Add. A new scene tab will be cre-
ated and is automatically given the name Scene 2 (Figure 9.3).
3. To change the name of the scene, right-click the Scene 2 tab and choose Rename.
4. Then type in the name Front Door and press Enter.
Now you can click either of the scene tabs to toggle the camera view back and forth
between the two scenes.
Notice as you toggle between the two scenes that the camera view doesn’t just switch
immediately from one scene to the next but instead animates smoothly from one
224 CHAPTER 9: MASTERING SCENES
scene to the other. The animated camera motion can be exported from SketchUp as a
video file.
5. The default field of view for your camera is set to 35 degrees. The larger the
field-of-view angle, the more you can see. You have two options for changing
the field-of-view angle using the Zoom tool (Z) .
• Press and hold the Shift key while using the Zoom tool. Zoom In + Shift to
decrease the field-of-view angle; Zoom Out + Shift to increase the field-of-
view angle. The field-of-view angle will appear in the Measurements box. Try
checking out the way your model looks at either extreme. Try out a degree
angle of 15 degrees, and then go all the way up to 70 degrees.
226 CHAPTER 9: MASTERING SCENES
2. Click and drag with the Position Camera tool from Sang’s eyes over to the back
doors and then let go (Figure 9.6).
Playing an Animation
Once you’ve got a bunch of scenes set up in your model, you can play the animation
directly within SketchUp.
On a Mac: You can customize the top toolbar to include Play/Pause animation con-
trols. You also have a “Play animation” option in the context menu that shows up
when you right-click a scene tab. When you choose “Play animation,” the animation
will start; if you choose it again, the animation will pause.
On a PC: The Play/Pause controls will automatically pop up when you choose “Play
animation” from the scene context menu. You can then use the controls to pause and
restart the animation.
The settings that determine the speed for the animation are located under Model
Info > Animation. The Scene Transitions setting determines the amount of time it
takes to transition from one scene to the next. The Scene Delay determines the
amount of time that SketchUp will pause on a scene before transitioning to the next
one. For camera fly-throughs, I typically have the Scene Transitions set to 3 to 4 sec-
onds, and the Scene Delay set to 0 seconds.
Exporting Animations
The animated transitions between the camera position from one scene to another can
be exported from SketchUp as a movie file (on Windows you can export AVI files and on
a Mac you can export MOV files).
To export an animation from SketchUp, you must have at least two scenes in your
model. Once they are set up, you can choose File > Export > Animation.
Prior to saving your movie file, you can choose from a number of export options to
customize the output from SketchUp. The export options differ slightly depending on
whether you’re working on a Mac or Windows, but both platforms include options for
specifying the resolution, aspect ratio, frame rate, video encoders, and rendering quality
for your movie files.
I’ve included two videos on this book’s companion DVD to help you learn more about
the different animation export options for either OS. The videos are excerpted chapters
from the School Series: SketchUp Level 2 DVD, which is available online at www.go-2-
school.com/products/view/6.
CREATING SHADOW ANIMATIONS 229
Reordering Scenes
We currently have four scenes in our model. The most recent scene we created, Back
Door, is the last scene. After watching the animation, it looks like it might make more
sense to reorder the scenes so that the animation starts out with the Back Door scene.
You’ve got two options for reordering the scenes:
• Select the Back Door scene in the Scene window and then click the Page Up but-
ton until it’s the first scene in the list.
• Right-click the Back Door scene tab and choose Move left. Repeat as needed until
Back Door is the first scene.
Shadow Display
options
3. Set the time of day and day/month of year to an early morning time for a day in
the summer—for example, 8:00 A.M. on 8/30.
4. Set the lightness and darkness of the shadows to whatever you think looks good (I
prefer a lightness value of around 80 and a darkness value of around 40).
5. Uncheck the Shadow Display option for On Ground.
230 CHAPTER 9: MASTERING SCENES
6. Right-click the Back Porch scene tab and choose Update so that the new shadows
will be included as part of that scene.
7. Now that the first part of the shadow animation is set, change the time to 4:00
P.M. and then add a new scene called Back Porch PM.
Notice that since the original Back Porch scene was the current scene, the new
scene is automatically inserted into the sequence, following its predecessor.
8. If you’re as particular as I am about this sort of stuff, you can rename the other
Back Porch scene and call it Back Porch AM for consistency.
Now (assuming your graphics card can handle it) when you toggle back and forth
between the AM and PM scenes, you’ll be able to see the shadows track across the
back porch. If your graphics card disables the shadows during playback on your com-
puter screen, don’t worry; the shadows will still appear rendered when you export the
model as a movie file.
Shadow Accuracy
To get an accurate read on how shadows would look on-site for a project, you just need
to give SketchUp a couple of pieces of information via the Model Info > Location win-
dow (see “Location” in Chapter 2).
Location: You can specify a location either by city, state, country, or by choosing Set cus-
tom location to enter exact Latitude/Longitude coordinates.
North Angle: By default, SketchUp thinks that the solid green axis is pointing north, but
you can use the North Angle option in the Location dialog to enter a value, or click the
Select button to set the north angle in any direction.
Also, keep in mind that SketchUp doesn’t take daylight savings time into account. When
you’re looking at shadows anytime between the second Sunday in March to the first
Sunday in November, you’ll want to add an hour to whatever time SketchUp shows in
the Shadows window.
Updating Shadows
Since the shadows are now saved for just two of our scenes, we need to update the
other scenes in the model so they display shadows as well.
In the last section we used the Update option in the scene tab context menu to update the
entire Back Porch scene. Updating a scene using the context menu option will
CREATING SHADOW ANIMATIONS 231
automatically update all of the properties that you’ve specified for that scene to remem- NOTE
ber—including the shadow settings, if applicable. In this section we’ll take a closer Selecting/
look at the update function in the Scene window—which, by contrast, allows you to highlighting a scene
and activating a scene
specify which of the properties you’d like to update.
are two very different
With the Back Porch scene as the active scene, you can still select and update the Back things. To select a
Door (or any other) scene to inherit settings (such as the shadows) from the active scene. scene in the Scenes
window, just single-
1. Click the Back Porch AM scene to make it the active scene. click it. You can make it
the active scene by
2. Highlight the Back Door scene in the Scene window and then click the Update double-clicking it.
button (Figure 9.8).
3. Uncheck all of the options except for the Shadow Settings and then click
Update (Figure 9.9).
Now the Back Door and Back Porch AM scenes share the same shadow
settings.
4. Click the Back Porch PM scene to make it the current scene.
5. Highlight both the Front Door and Entry scenes in the Scene window and
then click the Update button. Figure 9.9 Uncheck all
6. Update just the shadow settings for both scenes at the same time. of the properties in the
update panel except for
Now all three scenes (Back Porch PM, Front Door, and Entry) share the same shadows.
shadow settings.
232 CHAPTER 9: MASTERING SCENES
Shadows Only
In addition to playing a role in your animations, scenes with certain shadow settings can come in handy for other
uses. For example, you might find it useful to create a set of scenes that display shadows throughout various times
of day during the summer and winter solstice for more in-depth shade and day lighting analysis.
1. Click the Entry scene tab to make it the current scene.
2. Add a new scene named Summer 8AM.
3. Set the time of day to 8:00 A.M. and set the date to 6/21 (summer solstice).
4. Uncheck the “Include in animation” option in the Scenes window.
5. Uncheck all of the properties in the Scenes window except for Shadow Settings (Figure 9.10).
6. Click the Update button and update all of the settings for the Summer 8AM scene (Figure 9.11).
7. Change the time of day to 12:00 P.M., and then right-click the Summer 8am scene tab and choose Add.
Rename the newest scene Summer 12n and uncheck the “Include in animation” option in the Scenes window.
8. Create another scene with the time of day set to 4:00 P.M., call it Summer 4pm, and uncheck the option
“Include in animation.”
9. Repeat Steps 2–8 to create three more Winter scenes for 8:00 A.M., 12:00 P.M.,
and 4:00 P.M. on the winter solstice, 12/21.
Since these scenes are set up to remember only the shadow settings, you can click
them anytime to see what the shadows would look like on those dates/times—
without having to worry about any of your other settings changing.
NOTE Be careful when creating a new scene if you have utility scenes set up in the model such
as the summer/winter scenes in this example. When you add a new scene, it inherits the “Prop-
erties to Save” settings from the current/active scene. If one of the shadow scenes were the active
scene, this new scene would start out with just the shadow settings checked. This behavior gets a lot
of people mixed up in a bad way, so as you’re learning to work with scenes, it can be less confusing to
start by making the active scene one that has all of the settings checked on, and then go from there.
2. From the Scenes window, click Add and create a new scene named Working and
uncheck the option “Include in animation.”
Also uncheck the properties for Camera Location, Active Section Planes, and
Axes Location.
3. Turn off the shadows for this scene.
4. Open the Layers window and turn off the layers that contain all of the more
detailed (and higher polygon count) components in the model (Figure 9.12 on
the next page).
5. Open the Styles window and click the Edit tab.
234 CHAPTER 9: MASTERING SCENES
Figure 9.12
Configure the visible
layers as shown.
6. In the Edge Styles dialog, uncheck all of the edge rendering options (Figure 9.13).
7. In the Face Styles dialog, choose the display option for Hidden Line mode and set
the Transparency quality to Faster (Figure 9.14).
Figure 9.14 Render the faces in Hidden Line mode and set the transparency quality
option to Faster for maximum performance.
SET TING UP ANIMATED SECTION CUTS 235
NOTE When it comes to arranging the order of utility scenes, I like to keep the
ones I use a lot (like the Working scene) at the left of the scene tabs so they’re Figure 9.15 Update the Working
easy to find when I need them. When you have a model with tons of scenes, those that scene and create a new style when
are placed at the bottom of the list end up in a drop-down menu at the far right of the prompted.
scene tabs and are then kind of a pain to access—which is why I put them at the top of
the list (far left) instead.
The Working scene is now set up so that no matter what you’re doing, and no matter
what other scene you may be in, you can click it to get back to the settings that are
optimized for performance, enabling you to make quick revisions to the model with-
out having to wait for the model view to refresh.
For more information about styles, check out the video The SketchUp Show, Episode
37: “SketchUp Got Styles,” included on this book’s companion DVD and online at
www.go-2-school.com/Real-World-Google-SketchUp-7.
4. Use the Move tool to move the section plane into the middle of the house
(Figure 9.17).
One important rule to keep in mind when working with section planes is that you
can only have one active section plane within any given context. You can, how-
ever, have more than one section plane active at the same time, as long as they’re
in a different context. By context, I’m referring to either the entire model or the
context of being within a group or component.
5. Create another cross section by clicking the north face of the garage with the
Section tool (Figure 9.18). By default, the new section plane automatically
becomes the active section.
6. Select the new section plane with the Select tool, and then move it to a spot where
it’s just shy of cutting through the car (Figure 9.18).
NOTE When 2. Click the Toggle Section Display tool to turn off the section plane objects.
updating groups
• On a PC, this option is located in the Section toolbar (View > Toolbars >
of scenes, it’s best to
update scenes with Section).
similar “Properties to • On a Mac, you can add this tool to the customizable top toolbar.
Save” settings; other-
wise you could muck • On both platforms, you can also access this Display option in the Styles window
up those settings dur- under Edit > Modeling Settings > Section Planes.
ing the update process.
3. In the Scenes window, select only those scenes that are set up to be included in
The “utility” scenes
we’ve created for dif- the animation (Figure 9.19).
ferent shadow settings 4. Choose to update only the settings for Active Section Planes and Style and Fog,
as well as the Working
and click Update (Figure 9.20).
scene should be
updated separately.
5. When prompted, choose the option “Save as new style” and click Update.
NOTE Section settings are saved and updated in the Styles window under the Model Settings
tab, so when you save a scene with a new active section cut, SketchUp will ask what you want
to do about the style changes. Again, I typically choose the option to “Save as new style” in order to
ensure that any existing scenes/styles are not disturbed.
SET TING UP ANIMATED SECTION CUTS 239
6. Now click the Summer 8am scene tab to make it the current scene. Then repeat
Steps 2–5 above. This time, before you update the scene, you can also select all of
the other shadow utility scenes and then update the Section and Style settings for
those scenes together as a group.
7. The Working scene is the last one that needs to be updated, so click the tab for
that scene, and then turn off the section plane visibility. As a shortcut, you can just
right-click the scene tab and choose Update from the context menu.
3. Take the Select tool and double-click the section plane to activate the cross section
through the bedroom (Figure 9.22).
For an added effect, you could change the view in the model to look into the garage at
eye level and then update the Garage Section scene so that the camera moves down to
that view as the section cut is animating.
For more information about the Section tool and creating section animations, check
out the video The SketchUp Show, Episode 31: “The Section Tool,” online at
www.go-2-school.com/Real-World-Google-SketchUp-7.
243
chapter
ten
Exporting Graphics from
SketchUp
For some projects it may be necessary to print views of your model; at other
times you may simply need to send digital images of the model (as JPEGs or
PDFs). This chapter focuses on the all-important topic of documenting the
work you’ve done in SketchUp in a presentable or shareable format (i.e., digi-
tal or paper-based documents). There are numerous ways to create and export
graphics from SketchUp—perhaps more than this entire book could illustrate.
With that said, this chapter includes information about the options that almost
everyone encounters at some point: preparing your model for presentations,
creating scaled graphics, printing from SketchUp, exporting raster graphics,
exporting vector graphics, and exporting CAD files.
244 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
NOTE While
pulling out a
dimension string, you
can pull the dimension • From Edge: Click an edge (look for an On Edge inference) and pull out a dimen-
out laterally, vertically,
sion string that measures the entire length of the edge you clicked (Figure 10.2).
or in a direction per-
pendicular to the vec- Note: If the edge you are trying to add dimensions to is contained within a group
tor between the or component, you will have to be in Edit Group/Component mode to get the
endpoints. appropriate On Edge inference.
PREPARING YOUR MODEL FOR PRESENTATIONS 245
Once positioned, you can adjust the placement of the dimension at any time, using the
Move tool. If the default dimension string text is left alone, it will automatically update
when the objects that the dimension are attached to are edited. You can edit the default
dimension string text by double-clicking the text with the Select tool. Once overwrit-
ten, the text will not automatically update if the model is edited.
Chapter 2 briefly discussed the dimension settings and display options available from
the Dimensions tab in the Model Info window. The display options are pretty
straightforward, so I’ll leave those to you.
One of the settings I want to point out, however, is the advanced/expert dimension
preference Hide When Foreshortened, which is useful for parsing the dimension
strings that are specific to a particular view. For example, if you’ve created a set of
NOTE You may
dimensions in the model for a plan view, and another set for an elevation view, the recall the Add
foreshortened option will automatically cause SketchUp to display only the set of Hidden Layer Ruby
dimensions relevant for the particular view. script mentioned in
Chapter 8. Adding lay-
In situations where the foreshortened options aren’t quite getting it done, you can
ers for dimensions usu-
always put dimension sets on specific layers and then hide/show the layers for scenes in ally happens late in the
which they shouldn’t/should appear. For example, you may have an elevation view with game, and the layers
overall dimensions and a close-up view of the same elevation with dimensions for a par- are typically used in
ticular detail. In situations such as this, the foreshortened option isn’t going to help sep- only one or two scenes,
arate the different dimension sets. You’re better off putting the set of dimensions that which is a perfect situ-
ation in which you
were created for the overall elevation view on one layer (e.g., S_Elev_Dims) and putting
could save time by
the set of dimensions for the detail view on another layer (e.g., S_Elev_Detail_Dims). using that script.
246 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
Once the dimensions are on different layers, you can update the scenes for each view to
include the corresponding set of dimensions.
Adding Watermarks
SketchUp includes the ability to apply watermarks to your model—either as back-
ground images or foreground stamps. The Watermark options are located in the
Styles palette under the Edit tab.
Background watermarks are an easy way to create composite renderings of your model
that include background imagery such as a landscape, sky, or cityscape. You can use
the Background image from Chapter 6 to tinker with the background watermark
options.
PREPARING YOUR MODEL FOR PRESENTATIONS 247
Overlay watermarks, on the other hand, are commonly used to display a company logo
or a title block graphic with information about the SketchUp project. For this next
example, you can use the Peachpit logo included on this book’s accompanying DVD.
To add an overlay watermark:
1. Click the Add button in the Styles palette Figure 10.3 Click the
(Figure 10.3). Add button to create
a new watermark.
2. Choose a file to import and use as your watermark.
3. Give the watermark a name (e.g., Peachpit Logo) in
the Choose Watermark dialog, select the Overlay NOTE To edit
radio button, and click Next. the settings for
a watermark you’ve
4. Slide the opacity slider to obtain the desired look for
created, highlight the
your overlay and then click Next. watermark in the list,
5. Choose the radio button “Positioned in the win- and then click the Edit
dow,” pick a location (I typically choose the bottom- button (which looks
like gears).
right corner), move the slider to determine the scale
of the watermark logo, and then click Finish
(Figure 10.4).
The overlay watermark will now sit in the bottom-right corner of the screen, like a
sticker. Regardless of whether or not you orbit the model, the logo will always stay put
in the bottom-right corner.
Once you’ve set up your watermark, you’ll notice that the preview icon in the Styles
window displays a couple of spinning arrows that indicate new, unsaved changes to
248 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
the current In Model style. You now have a couple of choices for saving the new dis-
play settings—depending on how prevalent you want the new watermark to be:
• If you want the new watermark to become part of the default In Model style, sim-
ply click the Preview icon to update the current style (Figure 10.5). This will
effectively include the watermark in any new and existing scenes that include the
default style. To view or print the model without the watermark, you must
remove it from the watermarks list or choose a new, watermark-free style from
the Select tab.
• To retain the original default, In Model style, click the “Create a new style” icon
and give the new style a name (e.g., Peachpit Logo). From the Select tab of the
Styles window, you’ll then be able to click the In Model library and choose either
the original default style or the new one with the watermark (Figure 10.6).
If needed, you can create different styles that contain different watermarks and save
them in different scenes.
The most important aspect of watermarks (at least with regard to the subject of this chap-
ter) is that they will show up in printouts, in exported images, and in Google Layout.
EXPORTING TO SCALE
By default, the SketchUp view port is set to display your model in Perspective view
mode, which provides a more intuitive experience for working on a model in 3D.
With the Perspective display mode turned on, you can print or export any of the
graphic formats discussed in this chapter, but the graphics will not be scalable.
In order to export scaled graphics you need to do two things: First, view the model in
Parallel Projection mode, and, second, choose an orthographic view of the model. For
the first part, you can simply choose the Parallel Projection view mode from the
Camera menu. (Note: To switch back to Perspective view mode, go to the Camera
menu and toggle back over to Perspective.)
For the second part, assuming that your model has been drawn such that it aligns to
the SketchUp axes, you can choose from any of the Standard views (Top, Left, Right,
etc.) that are accessible via the Camera menu and/or Standard views toolbars in order
to find the desired orthographic view of the model.
If your model has been drawn such that it’s off-kilter to the SketchUp axes, you can
align the camera to any face in the model by right-clicking the face and choosing
Align View from the context menu.
NOTE The Align View option will only appear in the context menu if you are right-clicking a
face. If you right-click a group or component, you will get options related to groups and com-
ponents. To align to the face of a group or component, you need to be in Edit Group/Component
mode in order to right-click and see the options for the actual face inside the group/component.
NOTE Save a In the free version of Google SketchUp, you are limited to the print options found in
scene of the SketchUp. With Google SketchUp Pro, you have the added option to export your
view that you are print- model to, and print from, Google Layout.
ing before you print—
that way you can come This section explores options for setting up scenes in SketchUp for print, and also
back to the scene later covers the print settings in SketchUp.
to print the exact same
view again.
Print Settings
On the Windows version of SketchUp you’ll find that the print options are broken up
into two separate dialogs: The Print Setup dialog (File > Print Setup) and the Print
dialog (File > Print).
On the Mac OS the print options are broken up into three separate dialogs: the Page
Setup dialog (File > Page Setup), the Document Setup dialog (File > Document
Setup), and the Print dialog (File > Print).
These menus are fairly straightforward and reminiscent of the print options you have
in most programs. That being said, there are a few SketchUp print settings worth par-
ticular attention:
• The Page Orientation option (located in the Print Setup dialog in Windows or in
the Page Setup dialog on a Mac) is where you choose portrait or landscape orien-
tation for the page size you’ve selected. I typically work on low-rise projects and
find myself using the landscape orientation so that I can fit more of the model on
a sheet of paper. Landscape orientation also more closely resembles the aspect ratio
of your monitor, so it’s easier to approximate what the final output will look like
before printing.
• In the Windows version, there is an option in the Print dialog that allows you to
print multiple scenes from the model in one shot.
• The print size of the model is determined in the Print dialog in Windows and in
the Document Setup dialog on a Mac. If “Fit to page” is unchecked, and if the
SketchUp model view is set up with an orthographic view and Parallel Projection
mode is turned on, you’ll have the option to determine a print scale. Enter the
print scale dimensions as they would appear in an architectural scale notation. For
example, a 1/2" = 1'–0" scale drawing would translate into a half inch in the draw-
ing equaling 1 foot in the model.
• The print quality is determined in the Print dialog on both platforms. The larger
the paper size and the higher the print quality, the longer it will take to print. At a
minimum, I recommend choosing high-quality printing. Draft quality is a decent
EXPORTING 2D GRAPHICS 251
option for those times when you just need a quick print of a large, detailed model,
but the edges in your model will look chunky and jagged—not an ideal output for
presentation graphics.
EXPORTING 2D GR APHICS
Being able to get views of your model on paper is great, but for those times when
you’re able to save a tree and transmit your files digitally, SketchUp’s got you covered
with plenty of options for exporting 2D graphics in a variety of file formats.
This section covers the settings and options for exporting raster images, vector graph-
ics, and CAD files.
By default, the aspect ratio is set to 4:3, but you can change it to something wider.
I typically use an image-export aspect ratio of 16:9 because nowadays people are
used to looking at images on widescreen-format monitors and TVs, and a 16:9
aspect ratio works well for both print and Web use.
5. Relock the aspect ratio (relink the chain) and then set an image size for the
exported image.
By default, the image size is measured in total number of pixels. You can use the
Units drop-down menus to switch between pixels, inches, centimeters, and
millimeters.
With the image units set to pixels, you might need to do a little backward math to
figure out an appropriate dimension. For example, if you know that the image will
end up being printed at a resolution of 300 pixels per inch (see Step 6) and the
overall image size needs to print 11 inches wide, the final image size would need
to be 3300 pixels wide (300 pixels per inch × 11 inches = 3300 pixels).
6. When deciding on an appropriate resolution, the end usage for your file is perhaps
the best determiner. For Web (or other onscreen use such as PowerPoint presenta-
tions), set a 72-pixel-per-inch resolution. For print use, set a 300-pixel-per-inch
resolution (Figure 10.7).
Figure 10.7a Print settings optimized for printing Figure 10.7b Print settings optimized for exporting
an 11-inch-wide TIFF at 16:9 aspect ratio. a 400-pixel-wide PNG for Web use at 4:3 aspect ratio.
EXPORTING 2D GRAPHICS 253
7. Check the option for Anti-alias. Anti-aliasing will improve the rendering quality
of the edges and textures in your model (Figure 10.8).
NOTE If you’re
going to export
an image of your
model to Photoshop
for the purpose of
compositing the ren-
dering onto a back-
ground image, you can
import the background
image into SketchUp
first (using the “Use as
new matched photo”
image-import option).
You can then use the
Figure 10.8a Close-up of image with Aliased Figure 10.8b Close-up of image with Match Photo option to
edges. Anti-aliased images. align the model to the
background before
8. Mac only: When exporting a TIFF file on the Mac, you can check the option for exporting the TIFF
Transparent background. This option is useful for compositing a rendering of the images to Photoshop.
model onto a background image in Photoshop.
Post-Production Tricks
The following workflow methods can help make the time spent post-producing your
SketchUp renderings in Photoshop (or equivalent) more efficient.
Separate Layers
The Transparent background option (mentioned in the previous section) is also useful
for SketchUp renderings that require post-production in Photoshop. An effective post-
production workflow involves exporting parts of the SketchUp model as separate
images, then recompositing the images as layers in Photoshop.
For example, a SketchUp rendering of a building with trees in the foreground would be
time-consuming to edit in Photoshop, especially if you wanted to edit parts of the
building while working around the trees. By isolating the foreground objects (e.g.,
people, trees) and then exporting that as an image, followed by the midrange objects
(e.g., walls, windows), then background objects (e.g., other buildings, trees), you can
254 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
then rebuild the composite image as a series of separate layers. Once the images have
been recompiled in Photoshop, you will have a much easier time selecting and editing
sections of the individual layers.
Hidden Line
Post-producing renderings of models that have been textured with a bunch of photo-
real textures in Photoshop can be a time-consuming endeavor without the ability to
make quick and easy selection sets. You can typically save a ton of time by simply
exporting two additional images of your model rendered in Hidden Line display mode:
one with the shadows on, and another with the shadows off—so that you can easily
select regions of the image using Photoshop’s selection tools (such as the magic wand).
Photo-Realistic Renderings
SketchUp’s default lighting options are limited to a single-point light source—the sun. If
you’re looking to enhance the realism of your SketchUp renderings, there are a number
of third-party plug-ins that, once installed, give SketchUp the ability to render more real-
istic lighting effects and enhance the way that materials are rendered.
IDX Renditioner (idx-design.com): The IDX plug-in allows you to add multiple light
sources and includes material-rendering options for reflectivity and bump maps. A free
version is available for rendering low-resolution images. The full version costs $199 and
allows higher-quality, higher-resolution rendering options. The IDX plug-in is available
for both Mac and Windows operating systems.
SU Podium (suplugins.com): The SU Podium plug-in allows you to add multiple light
sources and includes material-rendering options for reflectivity and bump maps. A free
version is available for rendering low-resolution images. The full version costs $179 and
allows higher-quality, higher-resolution rendering options. The SU Podium plug-in is
available for both Mac and Windows operating systems.
LightUp (light-up.co.uk): LightUp allows you to add multiple light sources and includes
material-rendering options for reflectivity and bump maps. Unlike IDX and Podium
(which render static 2D images), LightUp renders the SketchUp model in 3D. Once the
model is rendered, you can walk around in the rendered environment. A fully functioning
30-day free trial version is available. The licensed version costs $179. LightUp is available
for both Mac and Windows operating systems.
For more information about third-party rendering plug-ins, check out the recording of
the Photorealistic Rendering Options webinar series available online at www.go-2-school.
com/Real-World-Google-SketchUp-7.
EXPORTING 2D GRAPHICS 255
What to Expect
Here are a few things you should expect when exporting to a 2D vector graphics format:
• The 3D model will be flattened into a 2D graphic based on the current view of
the model at the time that the graphic is exported.
• All of the visible edges and faces in the model appear as lines and shapes in the
exported graphic.
• Image textures are not exported, and neither are shadows. Instead, the faces are
rendered based on the texture’s default color and shading.
• Edge colors, edge extensions, and profile edge settings are rendered, but any
sketchy edge styles, watermarks, background images, or edge settings for jitter and
endpoints are not exported.
• Dimensions strings are rendered and the dimension text is exported as outlined
text.
• The leader lines from the Leader text notes are exported, but the actual text from
the notes is not.
Once the image files are opened in a vector graphics editor such as Adobe Illustrator,
you can manipulate the lines and shapes. All of the elements in the artwork are sepa-
rated from each other as individual parts and pieces, which can potentially make the
selecting and editing of graphics rather time-consuming.
Everything is also lumped into a single layer in Illustrator. In some cases, if you need
to edit the graphic, it may be faster to lock the layer that contains the SketchUp art-
work and then simply retrace over whichever parts need editing.
256 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
3. Choose Wireframe display mode from the Face Style options in the View menu.
4. Open the Entity Info window and then select the bordering edges with the Select
tool (Figure 10.10).
EXPORTING 2D GRAPHICS 257
NOTE It is also
possible to paint
edges using the Paint
Bucket tool, but I’ve
found it’s often easier
to assign colors to
edges via the Entity
Info dialog.
5. Double-click the color preview indicator and choose a color (e.g., Green) from
the color palette. Once chosen, the color will be applied automatically to the
selected edge(s).
6. Choose the inside edges and assign a different color (e.g., Blue; Figure 10.11).
To preview what your model will look like as a vector graphic, choose the Face Styles
option for Shaded View mode. If you don’t like the colors for the faces in your model,
you can edit the colors of your model in SketchUp (I recommend doing a Save As of
your model first), or you can edit the colors in Illustrator once you’ve opened up the
exported vector graphic. Once open in Illustrator, you can use the Selection option for
Same > Fill Color to quickly select and edit similarly colored shapes.
Export Options
Once you’re ready to export views of your model, choose 2D graphic from the File >
Export menu, then choose either PDF or EPS format and click the Options button
(Figure 10.12).
The following options can be customized for obtaining the desired output of EPS (and
PDF) vector graphic files:
• Image Size. As with the previous section regarding raster image export options,
this setting determines the overall image size of the exported graphic. Keep in
mind that SketchUp will export the entire model, regardless of the closeness/zoom/
cropping of the SketchUp camera, and the image size refers to the size that the
entire model will be rendered out as.
• Graphic Scale. You’ll recall that the option to export scaled vector graphics is
only available for orthographic views while in Parallel Projection camera mode
(see previous section, “Exporting to Scale”).
• Line Thickness. SketchUp gives you the option to set a line width (in points) for
the regular edges in the model. Any profile edges will be rendered thicker,
EXPORTING 2D GRAPHICS 259
depending on the thickness defined in the profile edge settings in the edge-settings
pane of the Styles window. For example, if the profile edge thickness is set to 5 in
the Styles palette, the profile edges will be 5 points thick in Illustrator.
Exporting to CAD
And so here we are, having come full circle since having looked at the options in
Chapter 5 for importing CAD files, to this section, which illustrates the options for
exporting the work you’ve done in SketchUp to CAD.
To export a file to CAD, you can choose from among a number of CAD formats
(from ACAD R12 to ACAD 2007) in the file format drop-down menu in the File >
Export > 2D Graphic dialog.
260 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
What to Expect
NOTE The Here are a few things you can expect when exporting your 3D SketchUp model as a
options you’ll 2D DWG or DXF graphic format:
explore in this section
are similar to those • The 3D model will be flattened into a 2D graphic based on the current view of
explored in the previ- the model at the time that the graphic is exported.
ous section on export-
• All of the visible edges in the model appear as lines in the exported file, and the
ing vector artwork. The
CAD file formats (DXF lines retain whichever colors are visible in the SketchUp model at the time the
and DWG) are techni- model is exported (useful for setting up the edge colors in SKP to mesh well with
cally considered vector your CAD line weights).
formats that can be
Before exporting, you can choose the Styles option to display edge color By
opened in your pre-
ferred CAD application Material (Window > Styles > Edit > Edge Settings > Color > By Material).
or in a vector graphics Otherwise, you can simply determine line weights, colors, layers, etc. after the
application such as model has been exported from SketchUp and opened in CAD.
Adobe Illustrator.
• Edge extensions and profile edge settings (also found under Styles > Edit > Edge
Settings) can be exported, but any sketchy edge styles, watermarks, background
images, or other edge settings such as jitter and endpoints are not exported.
• Faces are not exported, and thus, image textures and shadows are absent from the
exported CAD file.
• Dimensions strings and leader text objects are exported along with text.
Once the exported files are opened in CAD, you can manipulate the lines and shapes.
All of the elements in the artwork are separated from each other as individual parts
and pieces, which can potentially make the selecting and editing of graphics rather
time-consuming.
Depending on the chosen export options (see the following section), it is likely that
everything in your SketchUp model will appear in CAD on one or two layers. In some
cases, if you need to edit the graphic in CAD, it may be faster to simply lock the layer
that contains the SketchUp artwork and then redraw whichever parts need editing.
Export Options
To determine and select your preferred CAD export settings, click the Options button
(Figure 10.13) before saving your CAD file. The following export options are applica-
ble to any of the CAD file formats that SketchUp can export.
EXPORTING 2D GRAPHICS 261
• Drawing Scale and Size. If the SketchUp model view is set up with an ortho-
graphic view and Parallel Projection mode is turned on, you’ll have the option to
determine a scale for the CAD file. By default, the scale is set to 1:1. If the check
box for 1:1 scale is unchecked, you can enter a drawing scale as it would appear in
an architectural scale notation. For example, a 1/2" = 1' – 0" scale drawing would
translate into a half inch in the drawing equals 1 foot in the model.
• Profile Lines and Section Lines can be exported as Polylines With Width or as
Wide Line Entities. Personally, I prefer to leave both of these options set to None,
which effectively puts all the lines in the drawing onto a single layer (Layer 0).
Polylines are effectively the equivalent of a shape with perimeter edges and a fill.
The width of the polygons will be equal to the width entered in the Export dialog.
Wide line entities are a single line with a thickness value equal to the width
entered in the dialog.
If you choose the option to assign a line width automatically, SketchUp will try to
choose a line thickness value that proportionally matches the thickness of the lines
in the model.
By default, if you choose to export Profile Lines or Section Lines, the option to
export the geometry to a separate layer will be enabled. This can be a useful
option regardless of whether you want the lines to have a different width. For
262 CHAPTER 10: EXPORTING GRAPHICS FROM SKETCHUP
example, you could set the width to 0.00" and still choose the option to export to a
separate layer. Having Profile and/or Section edges on separate layers can make it a
bit easier to assign line weights or other properties to those lines in CAD.
NOTE For sectional views of the model, you can use the option for exporting a 2D CAD graphic,
which will effectively create a Section/Elevation drawing. Another option for exporting Section
Lines is to export them all by their lonesome by utilizing the export option for File > Export > Section
Slice. The export options for Section Slice are similar to those described in this section, but the resulting
drawing will contain just the Section Cut lines.
Google Layout
Google Layout is another great option for creating printable presentation graphics of
your SketchUp model. Google Layout is an application that comes bundled with
SketchUp Pro. As its name suggests, Layout is a multipage graphics application that
allows you to import your SketchUp model into a 2D page-like environment for the
purpose of creating working drawings.
Layout’s features include the ability to add title blocks, notes, dimensions, drawing
labels, and graphic entourage, to embed other images, as well as options for creating
2D vector artwork. Best of all, Layout allows you to arrange multiple views of the
same SketchUp model on a single sheet. For each view you can choose between
Perspective and Parallel Projection, choose a drawing scale, and choose a graphic dis-
play style.
Layout is a remarkable program that is certainly worth test-driving (if you haven’t
already). For more information about Google Layout, check out the Layout For Everyone
training DVD online at www.go-2-school.com/Real-World-Google-SketchUp-7.
263
Index
Numbers annotations, adding to models, 246
2D CAD files. See also CAD files Anti-alias option, choosing for 2D graphics, 253
prepping, 78 anti-aliased features, displaying, 26
using Flatten option with, 78 Applications preferences, accessing, 2
2D components, replacing with 3D counterparts, 218 artwork, downloading images of, 109
2D DWG graphic format, exporting models as, aspect ratio
260–261 checking for images, 113–114
2D Face-me components, creating, 191 relocking for 2D graphics, 252
2D graphics unlocking for 2D graphics, 251–252
anti-aliasing, 253 unlocking for satellite imagery, 173
choosing resolution for, 252 attributes for DCs. See also DCs (dynamic
export options, 258–259 components)
exporting raster images, 251–253 absolute, 197–198
post-production tricks, 253–254 Copies, 206–207
2D vector graphics format, exporting to, 255 Hidden, 205–206
2D versus 3D components, 68 interaction, 198–199
3D CAD files, enhancing appearance of, 100–103. See relative, 197–198
also CAD files retaining, 213
3D Geoweb Services companies, contacting, 61 syntax for referencing, 202
3D models. See also Google 3D Warehouse user-defined, 199–201
exporting to CAD, 260 author search operator, using with Warehouse, 48
obtaining for city buildings, 61 AutoCAD files, importing, 72
sourcing, 50 Auto-save feature, explained, 6
uploading and downloading, 47 axes
45deg field of view, setting, 30 considering for dynamic components, 197–198
resetting for walls, 86
Axes Location property, saving for scenes, 222
Axes tool, using to draw walls, 84
Symbol axis inference, locking for edge, 84
~ (tilde), use with filenames, 5
axis origin, relationship to insertion point, 44
A B
Abbott_1.jpg file, importing, 143
Back Porch PM scene, selecting, 233
absolute attributes, using with DCs, 197
backdrop, creating, 111–116
Active Section Planes property, saving for scenes, 221
background image
Add Hidden Layer Ruby script, 221
creating, 111–116
Align View option, using with faces, 249
exporting, 253
alpha channel, information stored in, 106–107
Backup function, explained, 5–6
Amherst City Center 3D Google Earth model, 61
Blue Marble Project Web site, 214
Animation settings, accessing, 20–21
bookcase component
animations. See also shadow animations
creating, 180–181
creating with one section plane, 239–240
naming, 182
creating with two section planes, 241–242
using Horizontal gluing plane with, 186–187
exporting, 228
bookcase shelf, creating nested component for, 189
playing, 228
Brick_Wall.jpg file, importing, 131
of section planes, 237–239
buildings, obtaining 3D models of, 61
setting speed of, 228
264 INDEX
dynamic components (DCs). See also attributes for Normal versus Coplanar, 101
DCs; components Edit Component mode
adding Component Info attributes, 212–213 using, 63
adding Copies attribute to, 206–207 using with nested components, 190
adding Hidden attribute to, 205–206 Edit Group mode, using with plans and elevations,
adding interaction attributes to, 198–199 118
adding material attributes to, 208–210 Edit Material mode
adding position attributes to, 197–198 accessing, 169
adding rotation attributes to, 197–198 color sliders, 169
adding Scale attributes to, 211 color wheel, 169
adding size attributes to, 197–198 elevations and plans
adding user-defined attributes, 199–201 importing PDFs, 123
creating, 195–196 scaling group for, 119
Framing, 211 using Follow-Me tool with, 122
generating reports, 213 using Push/Pull tool with, 120–121
nesting, 201–205 using Rectangle tool with, 119–120
Picket Fence, 211 using Rotate tool with, 117
resources, 214 using Select tool with, 118
retaining attributes for, 213 using Tape Measure tool with, 119
scaling, 62 endpoints
sourcing in Warehouse, 49 clicking for dimensions, 244
dynamic door component. See also components; DCs measuring between, 64
(dynamic components); door component Entourage component resource, 70
adding Component Info attributes, 212–213 EPS export
adding Hidden attribute to, 205–206 models for, 256–258
adding interaction attribute to, 198–199 options for, 258–259
adding material attributes to, 208–210 Eraser tool, using with wall intersections, 86
adding position attribute to, 197–198 Explode option, using with image objects, 118
adding rotation attribute to, 197–198 exporting
adding Scale attributes to, 211 to 2D vector graphics format, 255
adding size attribute to, 197–198 background images, 253
adding user-defined attribute to, 199–201 to CAD, 259–262
changing width of, 200 choosing options for, 258–259
Copies attribute, 206–207 keyboard shortcuts, 14–15
creating, 195–196 raster images, 251–253
Hidden attribute, 205–206 scaled graphics, 249
nested components, 201–205 vector artwork, 255–259
Dynamic Material attributes, problem associated extensions. See also plug-ins; Ruby scripts
with, 210 Deselect tool, 41
disabling, 3
FreeScale, 42
E IDX Renditioner, 41
Eames Molded Plywood Dining Chair, Open Studio, 42
downloading, 100 preferences, 3
edge colors Profile Builder, 41
assigning, 257 Rotated Rectangle, 42
viewing by material, 256 Shape Bender, 42
edges Simplify Contours, 41
clicking for dimensions, 244 Stray Lines, 42
copying, 82 Subdivide and Smooth, 42
locking axis inference for, 83 Tools on Surface v1.3, 41
moving, 83 Eye Height, setting for camera, 224
INDEX 267
F G
Face-me components garage remodel, resource for, 151
advantage of, 190 General preferences pane
features of, 190–191 Auto-save option, 6
faces Check Models for Problem, 7
aligning cameras to, 249 Create backup, 5–6
direction for CAD files, 74–76 Saving section, 5
importing images onto, 109–111 Scenes and Styles, 7
orientation for CAD files, 74–76 georeferenced content, sourcing, 50
placing tileable image textures onto, 128 Georeferencing icon, clicking, 25–26
using Align View option with, 249 Get Models command
using Push/Pull tool with, 93 using with Google Earth, 58
favorites, saving in Google 3D Warehouse, 53 using with 3D Warehouse, 54
field of view Get Photo Textures, tips for, 142
30-degree, 29 glued components, moving, 187
45-degree, 30 gluing planes
changing, 30 setting for components, 186–187
default, 29 using with components, 47
explained, 29 Google 3D Warehouse. See also 3D models
file formats, compressed versus uncompressed, accessing, 47
107–108 accessing online, 51
File settings, accessing, 24 Advanced Search link, 48–49
file sizes cataloging models in, 55
improving performance with scenes, 233–235 creating collections, 55
increase after importing, 107 downloading from Web, 51–52
reducing for models, 26 downloading into SketchUp, 52–54
reducing with Face-me components, 190–191 Get Models command, 54
reducing for models, 65–68 launching in Web-browser window, 54
file-naming conventions, following, 6 My Collections link, 55
files, importing, 43–45 saving favorites in, 53
Files pane saving models downloaded from, 52
component libraries, 4 searching for models, 48–50
material libraries, 4 searching for textures, 160–161
Models field, 3 sourcing dynamic components, 49
style libraries, 4 sourcing georeferenced content, 50
filetype: search operator, using with Warehouse, 48 sourcing products, 50
Filter Forge Web site, 131, 166 uploading components to, 218
Fixed Pin mode, using with cropped textures, Google Cities in 3D program, 61
128–129 Google Earth application. See also satellite imagery
Flatten option, using with 2D CAD files, 78 creating site model in, 56–59
folders downloading, 56
importing models from, 45 Get Current View command, 57
opening at other locations, 46 Get Current View tool, 171
Follow-Me tool, using with plans and elevations, 122 Get Models command, 58
Form Fonts importing site imagery from, 170–171
component resource, 70 international use of, 61
downloading seamless textures from, 131 searching for locations in, 25
Framed Art_27x39.jpg file, downloading, 109 searching for Peachpit Press in, 136
Framing components, dynamic, 211 Terrain layer used with satellite imagery, 177
Free Pin mode, 128, 132–133 Toggle Terrain command, 58
FreeScale toolbar, features of, 42 toggling terrains in, 177
268 INDEX
Google Earth view, importing into SketchUp, importing as free-floating objects, 111–116
136–137 importing with transparent backgrounds, 106–107
Google ID, using for credits, 22 moving with pushpins, 129
Google Images, downloading files from, 112 rotating with pushpins, 129
Google Layout, features of, 262 scaling with pushpins, 129
Google SketchUp setting insertion point for, 112–113
C++ Software Development Kit, 40 shearing with pushpins, 129
communication with OpenGL, 8 using Move tool with, 115–116
integrating CAD with, 94 using Rotate tool with, 115
minimum hardware requirements, 9 using Scale tool with, 114
Quick Reference Card, 11 ImageSynth Web site, 131, 165
Web site, 37, 39 Import command, using with components, 45
graphics cards, compatibility with OpenGL, 10 Import Results dialog, displaying for CAD files, 73
groups versus components, 179–180. See also nested imported images, downsampling, 129
groups importing
AutoCAD files, 72
CAD files, 72–73
H keyboard shortcuts, 14–15
hardware requirements, minimum for, 9 models, 43–45
Hidden attribute, adding to dynamic components, options for images, 105–106
205–206 site imagery from Google Earth, 170–171
Hidden Geometry property In Model libraries. See also models
saving for scenes, 221 adding components to, 31
using with CAD files, 76 placing materials in, 168
Hidden Line display mode, using in post- saving copies of, 160–162
production, 254 using Purge Unused option with, 70
In Model texture, benefit of editing, 169
insertion point
of components, 184
I relationship to axis origin, 44
IDX Renditioner plug-in
setting for images, 112–113
example, 39
installing
features of, 254
OpenGL drivers, 9
toolset, 41
plug-ins, 40
image editing application, choosing, 2
Progress Bar script, 94
Image Import dialog box, displaying, 105–106
Ruby scripts, 37–38
image objects
is:dynamic search operator, using with Warehouse,
exploding, 118
48–49
features of, 108
is:geo search operator, using with Warehouse, 48
gluing, 109–111
ItemCode attribute cell, using for SKU, 212
Image Palettes tab, displaying in Materials
browser, 155
image textures. See also texture images
colorizing, 169 J
resizing for satellite imagery, 171–174 JC Backings Web site, 111–113
imagery, hand-drawn, 116–123 JPEG files, size of, 107–108
images. See also Web images
checking aspect ratio for, 113–114
defining for textures, 165–167 K
downloading from Google Images, 112 keyboard shortcuts
entering dimension for, 112–113 assigning commands to, 12
importing, 110, 112, 116 assigning to QWERTY keyboard, 13–14
INDEX 269
updating groups of, 238 site imagery, importing from Google Earth, 170–171
using, 33 site model, creating, 56–59. See also models
using shadow settings in, 232 SketchUcation Extensions Index Web site, 37
using to improve performance, 233–235 SketchUp
Scenes dialog, accessing, 219 communication with OpenGL, 8
scripts. See extensions integrating CAD with, 94
seamless textures minimum hardware requirements, 9
creating, 131 Quick Reference Card, 11
downloading, 131 Web site, 37, 39
searching SketchUp + CAD DVD, 94
Google 3D Warehouse, 48–50 SketchUp projects, downloading models into, 54
via Max-Polys option, 68 SketchUp Show, The
section cuts, adding to models, 235–237 color satellite imagery and terrains, 177
section lines, exporting, 261–262 Face-me components, 191
section plane objects, turning off, 238 garage remodel, 151
section planes “ImageSynth & SketchUp,” 131
activating, 240 keyboard shortcuts, 15
animating, 237–239 Photomatch for components, 151
contexts of, 236 Photomatch and compositing, 151
creating animations with, 239–242 Photomatch kitchen design, 151
features of, 236 Sandbox tools, using, 99
inserting, 235–236 Section tool, 242
making active sections, 237 styles, 235
moving, 236 tileable textures, 131
selecting, 237 SKP format, exporting to, 72
toggling for activation, 239 .skp versus .skb file extensions, 5
updating settings for, 237–239 SKU, using ItemCode attribute cell for, 212
Section tool Smooth Normals option, using with 3D CAD files,
resource for, 242 101–102
using, 235 Smustard Web site, 37
Select tool Statistics pane, accessing, 26–27
using to draw walls, 85, 87 StrayLines script
using with complex shapes, 94 downloading, 99
using with edges and faces, 101 features of, 42
using with plans and elevations, 118 Streaky Sketchy Kitchen model, downloading, 164
settings, shadow, 33 Street View imagery
shadow animations. See also animations; scenes applying to face of building, 139
creating, 229–230 using Paint Bucket tool with, 140
updating shadows in, 230–231 using Pencil tool with, 137, 140
Shadow Settings using Place Model tool with, 141
dialog, 229 Style and Fog property, saving for scenes, 222
property, 222 style libraries, using, 4
Shape Bender tool, features of, 42 styles
shapes, modeling from CAD files, 94 purging, 32
Shift key. See keyboard shortcuts resource for, 235
shortcuts. See keyboard shortcuts Styles palette, using, 32. See also Rendering settings
signage, using glued image objects for, 109–111 SU Podium plug-in, features of, 254
Simplify Contours script Subdivide and Smooth tools, features of, 42
downloading, 95 surfaces, viewing after painting models, 77
features of, 41, 95
using, 95
274 INDEX
T toggling, 125
Tape Measure tool using Max Texture Size option with, 129
versus Scale tool, 65 Thailand_Cropped.jpg file, saving, 127
using to draw windows, 88–89 Thailand.jpg image, opening, 125
using with components, 63–65 TIFF files, size of, 107–108
using with plans and elevations, 119 tilde (~), use with filenames, 5
using with satellite imagery, 172 tileable image texture, placing onto face, 128
template settings tiled versus projected textures, 124–125
layers, 32 tiling textures, 130
In Model components, 31 Toggle Formula View button, using with DCs, 196
scenes, 33 Tool palette, using, 16
shadow, 33 Tools on Surface v1.3, features of, 41
Styles palette, 32 Transparent background option, using, 253
templates transparent backgrounds, importing images with,
erasing parts of, 19 106–107
features of, 20 tree component, creating, 191–194
using, 15–16 tree models, finding, 68
Templates folder, accessing, 20
Terrain layer, using with satellite imagery, 170, 177
terrain surface U
creating with From Contours tool, 99 unit of measurement, setting, 28–29
viewing edges in, 99 Units pane, accessing, 28–29
viewing faces in, 99 Use Max Texture Size option, effect of, 129
terrains, toggling in Google Earth, 177 utility scenes. See also scenes
Text pane, accessing, 27–28 arranging order of, 235
Text tool, creating leader text with, 182 impact of new scenes on, 233
texture images. See also image textures
editing, 169
opening in image-editing applications, 169 V
swapping for satellite imagery, 175 vector artwork, exporting, 255–259
texture maps, image-based, 2 vector graphics, previewing, 258
texture position process, Undo/Redo options, 130 vector-based PDFs, using, 123
textures. See also Match Photo interface; photo Visible Layers property, saving for scenes, 221
textures
correcting position of, 128
correcting size of, 128 W
creating for materials, 165–167 Walk tool
creating from Web images, 166–167 feature of, 29
creating via Materials browser, 165 using with camera, 226
cropped, 125–131 walls
defining images for, 165–167 choosing Intersect Selected, 85
manipulating in perspective photos, 134 cleaning up intersections, 86
versus materials, 154 creating layer for, 87
positioning for satellite imagery, 176 exterior, 84
projected versus tiled, 124–125 interior, 88
reprojecting for Match Photo images, 149 overlapping through corners, 85
sampling for satellite imagery, 177–178 pulling out section of, 83
scaling, 130 push/pulling sides of, 81–82
seamless, 131 resetting axes for, 86
searching in Google 3D Warehouse, 160–161 selecting, 85, 87
tiling, 130 using Make Group option with, 87
INDEX 275
Warehouse (Google 3D) Picasa Web album, 108–109, 116, 125, 131
accessing, 47 plug-ins, 39
accessing online, 51 Profile Builder, 41
Advanced Search link, 48–49 Quick Reference Card, 11
cataloging models in, 55 rendering plug-ins, 254
creating collections, 55 Rotated Rectangle, 42
downloading from Web, 51–52 Ruby API, 40
downloading into SketchUp, 52–54 Ruby Library Depot, 100
Get Models command, 54 Ruby script developer resources, 38
launching in Web-browser window, 54 Ruby scripts, 37
My Collections link, 55 section animations and Section tool, 242
saving favorites in, 53 School, 15, 56, 94, 104, 131, 151, 165, 178, 191,
saving models downloaded from, 52 228, 254, 262
searching for models, 48–50 Shape Bender, 42
searching for textures, 160–161 Simplify Contours, 41
sourcing dynamic components, 49 SketchUcation Extensions Index, 37
sourcing georeferenced content, 50 SketchUp hardware upgrades, 9
sourcing products, 50 SketchUp Quick Reference Card, 11
uploading components to, 218 software developers, 39
watermarks, adding, 246–249 Stray Lines, 42
Web images, creating textures from, 166–167. See also SU Podium, 254
images Subdivide and Smooth, 42
Web sites Text tool tutorial, 28
Add Hidden Layer Ruby script, 221 Tools on Surface v1.3, 41
Blue Marble Project, 214 windows
Bonus Material packs, 163 drawing header heights for, 89
CAD resources, 104 using Orbit tool with, 90
component resources, 70 using Push/Pull tool with, 90
Crate & Barrel, 143 using X-Ray view mode with, 90–91
developer resources, 40 Windows Materials browser window
Dimensions feature tutorial, 23 Edit tab, 156
dynamic components, 214 Select tab, 156
Entourage component resource, 70 windowsill
Filter Forge, 131, 166 drawing, 89
Form Fonts component resource, 70 marking, 89
Form Fonts materials, 177 wood texture, painting on door frame, 208
FreeScale, 42 workspace, resetting, 17
Google 3D Warehouse, 47, 51 Workspace pane
Google Cities in 3D program, 61 Main window, 16–17
Google Earth application, 56 settings in, 16
Google Layout, 262 Tool palette, 16
Google SketchUp, 39
Google SketchUp C++ SDK, 40
IDX Renditioner, 41, 254 X
ImageSynth, 131, 165 X-Ray view mode, using with windows, 90–91
JC Backings, 111–113
LightUp, 254
Mass Material Importer Ruby script, 168
Match Photo interface, 151
Z
Z-fighting, avoiding for image objects, 109, 111
Materials browser options, 177
Zoom tool, using with field of view, 30
Open Studio, 42
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